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.

    My Guest Post: Grammar in Your Alien Language

    For November, I got the chance to dig into my How to Create an Alien Language series again over at the Apex Book Company blog. This month, I talked about developing the grammar for your alien language and offered a suggestion for a simple exercise.

    Take a look:

    To streamline the rules for your alien language’s grammar, I recommend using your names as an anchor. From there, figure out what you don’t want to use. For example, does your alien language have prepositions? Articles like “a,” “an,” or “the?” What about adverbs? Without any modifiers, your grammatical structure can be easier to write because you’re taking out some of the elements that can make grammar pretty complicated. By doing so, you’ll also minimize the need for punctuation or contractions. The minute you throw a comma into the mix, for example, you’ll probably wonder what the rules for comma usage are. Again, here the trick is to limit yourself to what you will and won’t do rather than what you could do. For right now, you’ll be better off focusing on the fundamentals of your grammar rules rather than getting distracted by dangling participles or prepositional phrases. — SOURCE: How to Create an Alien Language: Grammar Fundamentals

    Based on the success of this series, I’ll probably write a few more articles about grammar before I wind things down. There are so many different directions to go in that I know I’m not quite done yet. To read the rest of the article, be sure to hop on over to Apex Book Company and check out ,em>How to Create an Alien Language: Grammar Fundamentals.

    I’d also like to take a moment to mention that Jason Sizemore, Apex Book Company’s editor-in-chief, is looking for a blog editor and a slush wrangler. Both are volunteer positions at the present moment, but Jason is a savvy guy who knows exactly what he needs. If you’re looking to get your foot-in-the-door with a growing small press publisher, this is the way to do it.

    Cheers!

    Faith, Writing and a Horror Author’s Intent Part III

    Last week, I talked about how Maurice Broaddus and I were discussing faith in writing. Maurice picked up the thread in the second part of our series. You can read Faith, Writing and a Horror Author’s Intent Part II on his website.

    In part three, I started off by asking Maurice about his writing platform.

    While spirituality/religion isn’t part of my platform, it’s a part of yours. Why did you decide to go that route?

    MAURICE: Because that’s a fundamental part of whom I am. I could no more shy away from faith than I could shy away from being black. So for me, it wasn’t so much a market decision as much as an artistic voice one. There are some projects where faith is explicitly explored (like Orgy of Souls co-written with Wrath James White) and some where faith plays a minimum role (like King Maker). But both works feature a nearly all black cast, which few even notice or make a point of, I’m glad to say.

    Sometimes though, faith is just a part of a character. In my story Pimp My Airship, a steampunk story, I have a character who is a part of that world’s version of the nation of Islam. It was just part of who that character was (and, frt., one of my favorite characters I’ve ever written: (120 Degrees of) Knowledge Allah). So sometimes it’s a matter of which I am and other times it’s a matter of who the characters are.

    Are there particular areas or religion/spirituality that you would feel uncomfortable writing?

    MLV: I don’t know if its comfort level for me so much as it is interest. I have no interest in sharing my views on religion or spirituality. Not my goal as a storyteller. If I did write about religion as part of the plot, I’d still keep it in the background or make it part of the interpersonal character conflict. It would have to be customized to the setting or the characters. I guess that’s where my real comfort level lies. Typically, when I do write about religion or spirituality, it’s on an individual character level than a global part of the plot, even with the presence of religious-inspired monsters like demons. In that way, that is part of my personality, since I believe that a person’s spirituality is unique.

    Also, in order for me to write about a religion I’m not familiar with, I’d treat it like any other topic and research it before I’d jump in.

    Maurice, how integral to a plot is your views on faith?

    If you’re interested in reading more about what Maurice and I have to say, watch for the last post in this series at MauriceBroaddus.com.

    My Guest Post: Aliens, Naming and Naming Conventions

    Hi,

    Just wanted to drop a brief note that this month’s post over at Apex Book Company continues my series on How To Create an Alien Language with names and naming conventions.

    In this post, a talk about how names and naming conventions are often a reflection of culture rather than a mechanical permutation of letters. Here’s a quote:

    Whether you’re describing our world or an alien planet, any intelligent life form will associate values with a particular place or location. Some languages employ proper nouns that don’t have a meaning associated with it. Other languages that describe certain locations may translate to a string of phrases and is truncated for the proper noun. “Tall Mountain” may be one way of describing a mountain top. “Gateway to the gods” might be another. When it comes to naming conventions, there’s really no right or wrong way to do it, because the names are often a reflection of culture and technology. Take, for example, how common surnames like Miller, McGilroy, Johnson, etc. were created. Some were based on where you lived, who your father or clan was, or what you did for a living. Consistency in naming conventions depends upon where you live, your genealogy, and what period of history you live in. –SOURCE: Creating an Alien Language: Names and Naming Conventions

    If you’re interested in this month’s article, be sure to hop on over to Creating an Alien Language: Names and Naming Conventions at Apex Book Company.

    Cheers!

    My Guest Article at Innsmouth Free Press

    Hi everyone,

    Thought you’d be interested to find out that I wrote an article about the appeal of Cthulhu in gaming for Innsmouth Free Press, a Lovecraft-inspired webzine. Written with the casual gamer in mind, I list some horror games that I enjoy and talk about why the Cthulhu mythos is a great backdrop for a horror game.

    For hobby gamers, the idea of losing your sanity while investigating the things that go bump in the world of Lovecraft has a strong appeal because it gives the characters a very tangible cost to uncovering the truth. — SOURCE: Cthulhu In Your Game at Innsmouth Free Press

    If you’re interesting in gaming, I hope you drop by to read my article entitled Cthulhu In Your Game at Innsmouth Free Press.

    Also, I’d like to mention that as part of our FlamesRising.com Cthulhu Week promotion, the publisher at Innsmouth Free press wrote a guest article for us entitled Cthulhu Week: A Note from the Editor at Innsmouth Free Press. Be sure to read this informative article written by Silvia Moreno-Garcia and find out more about their upcoming anthology.

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