Yep that’s what I heard as well. Grunt as in “Grunt work”.
As far as writing your own rib files goes, if you where just doing it by hand, then it would get pretty monotonous after a while. I can be done but I wouldnt recommend it. Probably the best way to go about it would be to write a rib converter for your favorite 3D app. But, there’s probably already one out there if you look around. For instance, Lightman for LightWave; Maya Man, liquid and MtoR for Maya and SoftMan for XSI. One way to learn about writing a rib file converter is to look at some of the freeware python, mel and L scripts out there. you’ll see that for getting geometry out into RenderMan, it’s actually not as bad as one might assume.
Shader creation is a whole area of complexity onto it’s self. Not hard but definitely requires some hardcore studying. take a look as the renderman repository:
http://www.renderman.org/
This one does a pretty good job of filling you in on the rest:
http://www.faqs.org/faqs/graphics/renderman-faq/
My personal advice is to take the bull by the horns. There are people who’ll try and dissuade you from learning it saying it’s much to hard. But, You’ll never know how hard it really is untill you try.