[New Release] Read “The Message” at Bewildering Stories

Hi everyone,

I’m excited to announce my latest short story entitled The Message is available for you to read online at Bewildering Stories. The Message is a work of flash fiction with a dystopian science fiction theme.

The reason why this story is called The Message, is because there’s a hidden communication to the reader embedded in the work. On the surface, it seems innocuous, but is it really? Find out!

After you read my story, I invite you to check out the other fine works in Bewildering Stories, Issue 421.

Thanks everyone!

Got a Brain? Pre-Order The Zombie Feed Vol 1

The Zombie Feed Volume 1Earlier I posted the Table of Contents for The Zombie Feed, Volume 1. My short story is entitled “Tomorrow’s Precious Lambs.”

If you follow my work, this particular short story will be unusual for you to read because it’s a lot darker and grittier than my other stories. When I was figuring out an angle for this tale, I built a world where the zombie invasion wasn’t completely devastating. Then, I gave my zombies some unique attributes that supported the main character’s story. Told from a cop’s perspective, you’ll find out why he lives day to day, hanging on to whatever hope he can find.

I hope you consider picking up a copy of The Zombie Feed Vol. 1. Not only will you find out why my story is entitled “Tomorrow’s Precious Lambs,” but you’ll also read other sinister tales by acclaimed authors including Lucien Soulban and B.J. Burrow.

To get your hands on a copy just click on the book cover or pre-order The Zombie Feed Vol. 1 and feed your head! The editor will be signing your copy; several of these writers, including myself, will be happy to sign our stories as well.

Writing the Future, the Slow Creep of Ages

My friend (and incorrigible Scrabble player) Maurice Broaddus and I had a long conversation last year about setting goals. One thing that he tries to do is have twelve short stories out in the wilds. Good idea! I was up to half a dozen, but right now I’m back down to three, since the others got picked up by various publishers.

Two of those three are set in a far-flung future that was going to be a game. (That’s another story…) Anyway, this setting was developed about ten years ago. To create it, I took three basic elements: economy, politics, and overpopulation and spun them out about five hundred years into the future. For some of the physical setting elements to make sense, the time period is noted 1,000 years ahead.

Here’s what I predicted back then:

+ The Republican Party will splinter, creating new political groups. One portion will be based on a platform for gun rights and will be funded by the NRA. The other, a religious-based group with a heavy emphasis on Christian fundamentalism.

+ Credit card companies will collapse. Due to poor economic conditions, more people will rely on credit cards to survive. Unfortunately, their combined inability to pay these bills will result in a massive institutional collapse. This has a permanent effect on the economy and credit cards are no longer issued to most individuals.

+ Indentured servitude will return, replacing minimum-wage jobs. To erase debt and ease the financial devastation caused by massive debt, some corporations will offer indentured servitude in exchange for a clean slate.

+ Corporations will emerge as families. Instead of having a corporation that you work for, bills to pay, housing to find, etc. My characters have campuses they live on. Everything is provided for them as long as they are loyal to the corporation. It’s a skilled worker’s best chance at having a decent life.

+ Government will fracture into city-states. Five hundred years from now, the expansion of cities and the problems they deal with will be handled moreso on a local than a national level. My characters live in, for lack of a better explanation, micro-countries. While the government is still present, they occupy three spaces at that time instead of one in D.C. They’re in Chicago and L.A. specifically. Part of the reason why these centers exist, is because after a while our Federation of States begins to creep into Canada and parts of Mexico.

+ We ration. Everything. Overpopulation is a drain on all our resources, so goods–including water, basic foodstuffs, clothing, etc.–are not readily available. There is a very visible division between the rich and the poor. No middle class. No lower class. In most places, either you have or you don’t. Over ninety-five percent of the population has nothing. As as result, we do some interesting things to try to survive and help one another.

For this world, many countries degrade through a series of events and factors that we do not work together to prevent. Um, yeah… I did make predictions for multiple countries… The two that I focused heavily on were Russia, due to the huge find they’ll one day discover beneath Siberia, and China.

Now, this is fiction. None of these things may happen, but I feel that they could. Hence, as a writer, I feel I can provide a more realistic setting that you can really relate to. Here, there is no apocalypse. Just the slow creep of time and the aggregation of multiple events.

New Short Story and Stoneskin Press

Hi everyone,

I am pleased to announce that my short story entitled “Fangs and Formaldehyde” will be published in an upcoming anthology from the newly-launched publisher Stone Skin Press. The theme for this anthology is about iconic characters. The idea is so “big” that they’re publishing two of them!

The iconic character I created goes by the name of “Atlas” and he’s a vampire who helps other vampires. In my setting, vampires are not the romanticized kind that well… Glitter. They are the kind that feed (and feed regularly) on humans. To them, we’re food.

If you’ve read any of my other stories, you know I often build worlds for my characters to live in. This story is no different and could easily be part of something bigger. I won’t give any more away, because to tell you what my vampires are all about will spoil the surprise.

Be sure to watch for news about how you can get your hands on a copy of New Heroes or New Heroes Two, edited by Robin Laws. With names like James Lowder, Matt Forbeck, Ed Greenwood, Alex Bledsoe, Kyla Ward and Monte Cook in the mix, I can guarantee that you won’t want to miss out.

– M

Guest Post by Phil Brucato: Green Room Writing

Today I’m happy to turn my blog over to acclaimed author Phil Brucato. Phil is a professional author with years of experience under his belt. Although he shares a background with me in the hobby games industry, Phil has branched out and has been published alongside many well-known authors. This article talks about writing from an unusual, yet necessary, perspective.

Not everything in a story happens on the page. When an author writes material that occurs “offstage,” that so-called “green room writing” may inform the events that the audience sees. Giving foundations for the characters, their motivations, personalities and activities, green room writing may well feel like wasted effort. Trust me, though – it’s really not.

I coined the term green room writing when describing the many false starts I had with my short story “Ravenous.” An intense urban faerie tale inspired by my experiences in a heavy metal group, “Ravenous” featured the implosion of the narrator’s band in mid-gig. The story’s first few drafts began in the “green room” – the often-cramped backstage space where performers wait before a show. My original versions of the tale started with the bandmates sniping at one another while a warm-up group performs out front. By the time the first show ends, all five members of the narrator’s group are ready to blow… and soon do.

It didn’t work for me, though. The characters seemed realistic, the dialog zinged, the tension radiated in all directions… and yet, it didn’t work. I pounded through two or three drafts of the opening like this, wondering why my inner critic kept pouting at it.

Then it hit me: The action didn’t begin in the green room. It started as the band stepped onstage – tense, pissed off, surging with adrenaline and facing a drunk, voracious crowd.

“Ravenous” doesn’t kick in when the music does – that option seems too abrupt, and doesn’t give the reader time to care about the characters. (I know; I wrote that version, too.) The tale starts just before the lights go up, with five fiercely terrified young people ready to pounce and be pounced on in return. “I’ve got that just-before-the-cages-open feeling in my chest,” says our narrator, Nikita. The bomb’s just about to explode, and in the next few paragraphs, it does.

By the time I wrote the band’s detonation, I knew every character on stage. Each one spoke with a distinctive voice; each had a unique personality. I knew how the bandmates looked, what they wanted, why they blew up in the ways they did. That scene essentially wrote itself. From first draft to final, I changed hardly a word of it.

I was able to write that scene the way I did because of the various passes I’d run through in that green room. Although they didn’t appear in the final story – nor should they have appeared – those literally offstage brainstorming sessions informed all that followed afterward.

Green room writing can feel frustrating. Personally, I get annoyed when my Muse dictates something that probably won’t make it to the final draft. I often feel like I’m wasting my time, and that goes double if I actually like what I’ve written and know at the time that no one but me (and possibly my editorial first-readers) will see it. That said, I realize that green room writing is helpful… even, sometimes, essential to a good story.

Sure, I’ve written many tales that leapt full-force from my imagination, with engaging characters and fascinating action intact. It CAN happen that way… but it doesn’t always. More often than not, especially with long or complicated storylines, I need to “waste” time and words figuring out what happens in the green room. As frustrating as it might be to throw scenes out or re-write that damned first hook yet AGAIN (yes, Holy Creatures To and Fro, I’m looking at you!), those secret stories we tell in the green room can make the ones seen in the spotlights sing.

About Phil Brucato

A professional author for 20 years, “Satyr” is best-known as Phil Brucato, the driving force behind the award-winning RPGs Mage: The Ascension, Mage: The Sorcerers Crusade and Deliria: Faerie Tales for a New Millennium. Beyond his RPG work, though, he’s also published…

  • The anthology RAVENS IN THE LIBRARY, a benefit collection featuring Holly Black, Charles de Lint, Neil Gaiman, Laurell K. Hamilton, Amy Brown, Carrie Vaughn, Terri Windling, Midori Snyder and many others. For details, see http://www.sjtucker.com/ravens.html.
  • Short fiction (the magazines Weird Tales, newWitch, The Tomb, Cyber Age Adventures and The Morning Star, plus over half-a-dozen anthologies from Daw, Masquerade, Harper Prism, White Wolf and other publishers).
  • Essays, columns and interviews (newWitch Magazine, Realms of Fantasy Magazine, Disinformation Press, beat-a-go-go.com, Fantagraphic Press, Citadel Press and Knights of the Dinner Table, plus several local newspapers and weekly magazines).
  • Comics (White Wolf Publishing, Infobia Magazine) and a forthcoming webcomic called STRING THEORY.
  • Novels (the Ascension Warrior trilogy)
  • …and a variety of pending-publication projects.

    Not everything in a story happens on the page. When an author writes material that occurs “offstage,” that so-called “green room writing” may inform the events that the audience sees. Giving foundations for the characters, their motivations, personalities and activities, green room writing may well feel like wasted effort. Trust me, though – it’s really not.

    I coined the term green room writing when describing the many false starts I had with my short story “Ravenous.” An intense urban faerie tale inspired by my experiences in a heavy metal group, “Ravenous” featured the implosion of the narrator’s band in mid-gig. The story’s first few drafts began in the “green room” – the often-cramped backstage space where performers wait before a show. My original versions of the tale started with the bandmates sniping at one another while a warm-up group performs out front. By the time the first show ends, all five members of the narrator’s group are ready to blow… and soon do.

    It didn’t work for me, though. The characters seemed realistic, the dialog zinged, the tension radiated in all directions… and yet, it didn’t work. I pounded through two or three drafts of the opening like this, wondering why my inner critic kept pouting at it.

    Then it hit me: The action didn’t begin in the green room. It started as the band stepped onstage – tense, pissed off, surging with adrenaline and facing a drunk, voracious crowd.

    “Ravenous” doesn’t kick in when the music does – that option seems too abrupt, and doesn’t give the reader time to care about the characters. (I know; I wrote that version, too.) The tale starts just before the lights go up, with five fiercely terrified young people ready to pounce and be pounced on in return. “I’ve got that just-before-the-cages-open feeling in my chest,” says our narrator, Nikita. The bomb’s just about to explode, and in the next few paragraphs, it does.

    By the time I wrote the band’s detonation, I knew every character on stage. Each one spoke with a distinctive voice; each had a unique personality. I knew how the bandmates looked, what they wanted, why they blew up in the ways they did. That scene essentially wrote itself. From first draft to final, I changed hardly a word of it.

    I was able to write that scene the way I did because of the various passes I’d run through in that green room. Although they didn’t appear in the final story – nor should they have appeared – those literally offstage brainstorming sessions informed all that followed afterward.

    Green room writing can feel frustrating. Personally, I get annoyed when my Muse dictates something that probably won’t make it to the final draft. I often feel like I’m wasting my time, and that goes double if I actually like what I’ve written and know at the time that no one but me (and possibly my editorial first-readers) will see it. That said, I realize that green room writing is helpful… even, sometimes, essential to a good story.

    Sure, I’ve written many tales that leapt full-force from my imagination, with engaging characters and fascinating action intact. It CAN happen that way… but it doesn’t always. More often than not, especially with long or complicated storylines, I need to “waste” time and words figuring out what happens in the green room. As frustrating as it might be to throw scenes out or re-write that damned first hook yet AGAIN (yes, Holy Creatures To and Fro, I’m looking at you!), those secret stories we tell in the green room can make the ones seen in the spotlights sing.

    This article was written by Phil Brucato and has been republished with his permission. For more about this acclaimed author, read his full bio and other shenanigans on Phil Brucato’s LiveJournal.

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