Let Haunted: 11 Tales of Ghostly Horror Scare You in eBook Formats!

Haunted CoverHAUNTED: 11 Tales of Ghostly Horror is now available in eBook format on DriveThruHorror.com for your Kindle, Nook and more! Just in time for All Hallow’s Eve; I hope you’ll do me the honor of downloading this collection of ghostly mysteries.

The first review has been posted and here’s what the reviewer had to say about my role:

The attention and careful thought that editor Monica Valentinelli put into arranging the stories in “Haunted” pays off as it the only anthology I have ever been able to read (and enjoy) in a single sitting. — Review of HAUNTED on DriveThruHorror.com

Download Haunted: 11 Tales of Ghostly Horror

Who willingly walks into a haunted house?

Ghost hunters explore dark places, investigate clues and uncover secrets of the dead. Evidence of an afterlife may prove elusive and few hunters recognize some things are best left buried and forgotten.

Suspense and intrigue lurks inside HAUNTED: 11 Tales of Ghostly Horror. Unlock the clues in these eleven mysteries:

+ A curious ghost hunter tracks down a mysterious device’s origin and finds more than he bargained for.

+ One local tour guide meets a group of cocky professionals in a small town and discovers something more frightening than ghosts.

+ After his famous ghost hunting wife is declared missing, a devastated husband follows a trail of clues to find her.

+ A team of researchers at a local university are in over their heads when they try to prove a house is haunted.

+ When a desperate mother offers his services, a boy who can talk to ghosts is dragged into a dangerous mystery.

+ Lost without their go-to guy, a group of ghost hunters fight each other to get him back on curious terms.

+ Tragedy looms when a group of friends enter a suspicious house and realize they’re unequipped to hurt what’s already dead.

+ A skeptic and a believer team up to expose the truth about a local legend in a haunted forest.

+ An iconic figure confronts a man to find out if he’s building haunted houses or if it’s a bizarre hoax.

+ Strange circumstances compel the ghosts from a troubled veteran’s past to reappear in the present.

+ A friendly warning turns into a bizarre rescue when a ghost hunter tries to help an amateur armed with an odd locket.

Don’t Rest Your Head… Until You Read This Announcement…

Don't Rest Your Head RPGI am thrilled to announce that I am one of the authors penning a dark and terrifying tale inspired by the Don’t Rest Your Head RPG designed and written by Fred Hicks and published by Evil Hat Productions.

Horror games have always been a draw for me because they’ve allowed me to explore deep characterization to explore the nature of heroes and the affected. Don’t Rest Your Head is “a game of insomnia in the Mad City.” It’s been called an “atmospheric” game (and rightly so). Having insomnia has a cost.

In Don’t Rest Your Head, that cost is Exhaustion, Pain and the shocking realization that reality isn’t what it seems. Characters find they’re Awake in the Mad City and Nightmares are hot on their heels. The PDF version of the game is five bucks. (FIVE WHOLE DOLLARS! CHEAP!) Dice required are d6’s in red, white and black.

Interested? Well, if playing superheroes suffering from insomnia in a twisted world doesn’t grab you, then I hope this next announcement will: Chuck Wendig, Penmonkey Master Chief, is the editor for a Don’t Rest Your Head anthology inspired by this dark and haunting game. I will be lending my voice to a chorus of mad, mad authors as we explore the depths of the City. I can’t wait to dive in!

More news to come on my story, the process working with Evil Hat Productions, and writing tie-in fiction as the project continues.

[My Guest Design Essay] Dystopia and Cybernetic Birds at Apex

Apexology: Science Fiction and Fantasy CoverToday I popped in to Apex Book Company and talked about my new story entitled “Tailfeather,” which was written for Apexology: Science Fiction & Fantasy. As I was writing the story, several themes emerged between the paragraphs.

When I sat down to write Tailfeather I did not craft the tale with these themes in mind. I imagined a place where there are so many people the food has to be rationed. I pictured a world where some societies have split in two, where half their population operates at night and the other half during the day. I thought about what people — women, especially — would to do survive. What would they be willing to do for food? Shelter? Love? — SOURCE: Dystopia and Cybernetic Birds in TAILFEATHER for Apexology

I hope you will do we the honor of giving the essay a read. If you’re interested in the anthology, it’s only $2.99 in digital and contains several stories.

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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