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.

    To Kill a Story

    Tombstone with SaintSome writers refer to their unpublishable work as “trunk novels” or “trunk stories.” For my broken stories, I kill them and then send them to my virtual morgue, which is a folder on my computer.

    So what qualifies as a dying story in my book?

    Honestly, I think that the decision to kill a story is a personal one that should be left up to each individual writer. Only you can decide whether or not your broken stories can be fixed. (Of course, I’m talking about the stories we write before we submit them to an editor or publication.)

    Sometimes, the stories that I kill are heavy on characterization and have little to no plot. A couple of times, I’ve killed stories intentionally after I’ve written them, like my “warm up” stories that flex my fiction writing muscles, or my more experimental works. There was also one story that I killed because of the way it was structured; I felt it would have made a better screenplay than a narrative.

    It sucks sending stories to my morgue, but I feel that it’s all part of being a writer. No writer sits down at a keyboard every day and tells excellent stories every time they type. Writing, like learning how to sing or play piano, requires regular practice to keep those skills sharp. Sometimes, your performances will be awesome. Sometimes, they won’t. When they’re not, I review them to see if they’re salvageable. If I feel they cannot be fixed, then I commit them to my morgue, grieve for a few minutes and then start writing the next one.

    The good news is that I still use what I’ve created by reviewing interesting concepts or taking pieces of characters or prose that I like. (I literally looting the corpses. Hah!) After all, getting the words onto my screen is only half the battle, because sometimes a page of words doesn’t make a great story, no matter how many times I revise it.

    And that, dear readers, is why I have a morgue.

    Why this Author will never “Tell”

    Open Book | OpenSource Clip ArtIt’s pretty rare for me to get upset about my work and the submission cycle because, like so many other authors, I’ve dealt with quite a few editors in my time. This time was a bit different, however, because as I find myself enjoying my work more, I am gravitating toward a technique that allows me to play around with semantics and words. What I’m talking about here, is something that many people call “the tell.”

    Read More…

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