The Turkey City Lexicon:
A Primer for SF Workshops
Edited by Lewis Shiner
[Appeared in the July 1990 issue of New Pathways. I have added
the additional definitions from Bruce Sterling's similar article
entitled "A Workshop Lexicon" in the Sept. 1990 Interzone as
well. -Glen Cox, [email protected]]
INTRODUCTION
This manual is intended to focus on the special needs of the science
fiction workshop. Having an accurate and descriptive critical term
of a common SF problem makes it easier to recognize and discuss.
This guide is intended to save workshop participants from having to
"re-invent the wheel" (see section 3) at every session. The terms
here were generally developed over a period of many years in many
workshops. Those identified with a particular writer are
acknowledged in parenthesis at the end of the entry. Particular
help for this project was provided by Bruce Sterling and the
other regulars of the Turkey City Workshop in Austin, Texas.
=== 1. WORDS ===
"Said-book"ism -- Artificial, literary verb used to avoid the
perfectly good word "said." "Said" is one of the few
invisible words in the language; it is almost impossible
to overuse. Infinitely less distracting than "he
retorted," "she inquired," or the all-time favorite,
"he ejaculated." [The term "said-book" comes from
certain pamphlets, containing hundres of purple-prose
synonyms for the word "said," which were sold to
aspiring authors from tiny advertisements in American
pulp magazines of the pre-WWII era.]
Tom Swifty -- Similar compulsion to follow the word "said" (or
"said" bookism) with an adverb. As in "'We'd better
hurry,' said Tom swiftly." Remember that the adverb
is a leech sucking the strength from a verb. 99% of
the time it is clear from the context how something
was said.
Brenda Starr dialogue -- Long sections of talk with no physical
background or descriptions of the characters. Such
dialogue, detached from the story's setting, tends
to echo hollowly, as if suspended in mid-air. Named
for the American comic-strip in which dialogue
balloons were often seen emerging from the Manhattan
skyline.
"Burly Detective" Syndrome -- Fear of proper names. Found in
most of the same pulp magazines that abound with
"said" bookisms and Tom Swifties. This is where you
can't call Mike Shayne "Shayne" but substitute "the
burly detective" or "the red-headed sleuth." Like
the "said" bookism it comes from the entirely wrong-
headed conviction that you can't use the same word
twice in the same sentence, paragraph, or even page.
This is only true of particularly strong and highly
visible words, like, say, "vertiginous." It's
always better to re-use an ordinary, simple noun or
verb rather than contrive a cumbersome method of
avoiding it.
Pushbutton Words -- Words used to evoke an emotional response
without engaging the intellect or critical faculties.
Words like "song," "poet," "tears," "dreams," "dance"
or "star." These are supposed to make us misty-eyed
without quite knowing why. Most often found in story
titles.
Bathos -- Sudden change in level of diction. "The massive hound
barked in a stentorian voice then made wee-wee on the
carpet."
Brand Name Fever -- Use of a brand name alone, without accompanying
visual detail, to create false versimilitude. You can
stock a future with Hondas and Sonys and IBMs and still
have no idea what it *looks* like.
Calling a Rabbit a Smeerp -- An unneccesary made-up name for an
alien animal, custom, etc. If it hops like a rabbit
and squeaks like a rabbit, call it a rabbit. "Smeerps"
are especially common in fantasy novels, where people
often ride exotic steeds that look and act just like
horses. (James Blish)
Roget's Disease -- The ludicrous over-use of far-fetched
adjectives, piled into a festering, fungal, tenebrous,
troglodytic, ichorous, leprous, synonymic heap.
(John W. Campbell)
Gingerbread -- Useless ornament in prose, such as fancy
sesquipedalian Latinate words where short clear
English ones will do. Novice authors sometimes use
"gingerbread" in the hope of disguising faults and
conveying an air of refinement. Tough-guy journalists
of the old school used to refer to this derisively
as "fine writing."
(Damon Knight)
Not Simultaneous -- A common structural sentence-fault in
beginning writers, "not simultaneous" involves the
mis-use of the present-participle. "Putting his
key in the door, he leapt up the stairs and go his
revolver out of the bureau." Alas, our hero
couldn't do this even if his arms were forty feet
long. This shades into "Ing Disease," the
tendancy to pepper sentences with words ending in
"-ing," a grammatical construction which tends to
confuse the proper sequence of events.
(Damon Knight)
=== 2. SENTENCES & PARAGRAPHS ===
Countersinking -- Expositional redundancy. Make the actions
implied in a conversation explicit, e.g., "'Let's get
out of here,' he said, urging her to leave."
Show Don't Tell -- Violates the cardinal rule of good
writing. The reader should be allowed to react, not
instructed in *how* to react. Carefully observed
details render authorial value judgments unneccessary.
For instance, instead of telling us "she had a bad
childhood, an unhappy childhood," specific incidents--
involving, say, a locked closet and two jars of
honey--should be shown. [Rigid adherence to show-
don't-tell can become absurd. Minor matters are
sometimes best gotten out-of-the-way in swift,
straightforward fashion.]
Laughtrack -- Characters give cues to the reader as to how to
react. They laugh at their own jokes, cry at their
own pain, and (unintentionally) feel everything
so that the reader doesn't have to.
Squid in the Mouth -- Inappropriate humor in front of strangers.
Basically the failure of an author to realize that
certain assumptions or jokes are not shared by the
world at large. In fact, the world at large will
look upon such writers as if they had squid in their
mouths. [Since SF writers as a breed are
generally quite loony, and in fact make this a stock-
in-trade, "squid in the mouth" doubles as a term of
grudging praise, describing the essential, irreducible,
divinely unpredictable lunacy of the true SF writer.
(James Blaylock)
Handwaving -- Distracting readers with dazzling prose or
other fireworks to keep them from noticing a severe
logical flaw.
(Stuart Brand)
You Can't Fire Me, I Quit -- Attempt to diffuse lack of
credibility with hand-waving. "I would never have
believed it if I hadn't seen it myself." "It was
one of those amazing coincidences that can only
take place in real life!" "It's a one-in-a-million
chance, but it's so crazy it just might work!" As if
by anticipating the reader's objections the author
had somehow answered them. Surprisingly common,
especially in SF.
(John Kessel)
Fuzz -- Element of motivation the author was too lazy to
supply. The word "somehow" is an automatic tipoff
to fuzzy areas of a story. "Somehow she forgot
to bring her gun."
Dischism -- Intrusion of the author's physical surroundings
(or mental state) into the narrative. Like
characters who always light cigarettes when the
author does, or is thinking about how they wished
they hadn't quit smoking. In more subtle forms
the characters complain that they're confused and
don't know what to do--when this is actually the
author's condition.
(Tom Disch)
Signal from Fred -- A comic form of the Dischism in which
the author's subconscious, alarmed by the poor
quality of the work, makes unwitting critical
comments: "This doesn't make sense." "This is
really boring." "This sounds like a bad movie."
(Damon Knight)
False Interiorization -- Another Dischism, in which the
author, too lazy to describe the surroundings,
inflicts the viewpoint character with space
sickness, a blindfold, etc.
False Humanity -- An ailment endemic to genre writing, in
which soap-opera elements of purported human
interest are stuffed into the story willy-nilly,
whether or not they advance the plot or contribute
to the point of the story. The actions of such
characters convey an itchy sense of irrelevance,
for the author has invented their problems out of
whole cloth, so as to have something to emote about.
Wiring-Diagram Fiction -- A genre ailment related to "False
Humanity," "Wiring-Diagram Fiction" involves
"characters" who show no convincing emotional
reactions at all, since they are overwhelmed by
the author's fascination with gadgetry or
didactic lectures.
White Room Syndrome -- Author's imagination fails to provide
details. Most common in the beginning of a story.
"She awoke in a white room." The white room is
obviously the white piece of paper confronting the
author. The character has just woken up in
order to ponder the circumstances and provide an
excuse for Info Dump (q.v.). This "white room"
opening is generally followed by much earnest
pondering of circumstances and useless exposition;
all of which can be cut, painlessly.
=== 3. COMMON STORY-TYPES ===
Jar of Tang -- "For you see, we are all living in a jar of
Tang!" or "For you see, I am a dog!" Mainstay of
the old Twilight Zone TV show. An entire point-
less story contrived so that the author can cry
"Fooled you!" This is a classic case of the
difference between a conceit and an idea. "What if
we all lived in a jar of Tang?" is an example of
the former; "What if the revolutionaries from the
sixties had been allowed to set up their own
society?" is an example of the latter. Good SF
requires ideas, not conceits.
(Stephen P. Brown)
[When done with serious intent rather than
as a passing conceit, this type of story can be
dignified by the term "Concealed Environment."
(Christopher Priest)]
The "Poor Me" Story -- Autobiographical piece in which the
male viewpoint character complains that he is
ugly and can't get laid.
(Kate Wilhelm)
Grubby Apartment Story -- Writing too much about what you
know. The kind of story where the starving writer
living in the grubby apartment writes a story about
a starving writer in a grubby apartment. Stars
all his friends.
The Shaggy God Story -- A piece which mechanically adopts a
Biblical or other mythological tale and provides
flat science-fictional "explanations" for the
theological events.
(Michael Moorcock)
Adam and Eve Story -- Nauseatingly common subset of the
Shaggy God Story in which a terrible apocalypse,
spaceship crash, etc., leaves two survivors, man
and woman, who turn out to be Adam and Eve,
parents of the human race!!
Deus Ex Machina or God-in-the-Box -- Story featuring a
miraculous solution to the story's conflict, which
comes out of nowhere and renders the plot-struggles
irrelevant. "Look, the Martians all caught cold
and died!"
Just-Like Fallacy -- SF story which thinly adapts the trappings
of a standard old pulp-adventure setting. The
spaceship is "just like" an Atlantic steamship, down
to the Scottish engineer in the hold; a colony-planet
is "just like" Arizona except for two moons in the
sky. The "Space Western," in which the grizzled
space captain swaggers into the space bar and slugs
down a Jovian brandy, then lays down a few credits
for a space hooker to give him a Galactic Rim Job, is
perhaps the commonest version.
Re-Inventing the Wheel -- In which the novice author goes
to enormous lengths to create a situation already
familiar to an experienced reader. You most often
see this when a highly regarded mainstream writer
tries to write an SF novel without actually reading
any of the existing stuff first (because it's all
obviously crap anyway). Thus you get endless
explanations of, say, how an atomic war might get
started by accident. Thank you, but we've all
read that already. Also you get tedious
explanations by physicists of how their interstellar
drive works. Unless it impacts the plot, we don't
care.
The Cosy Catastrophe -- Story in which horrific events are
overwhelming the entirety of human civilization,
but the action concentrates on a small group of
tidy, middle-class, white Anglo-Saxon protagonists.
The essence of the cosy catastrophe is that the hero
should have a pretty good time (a girl, free suites
at the Savoy, automobiles for the taking) while
everyone else is dying off.
(Brian Aldiss)
The Kitchen-Sink Story -- A story overwhelmed by the inclusion
of any and every new idea that occurs to the author
in the process of writing it.
(Damon Knight)
The Whistling Dog -- A story related in such an elaborate,
arcane, or convoluted manner that it impresses by
its sheer narrative ingenuity, but which, as a story,
is basically not worth the candle. Like the
whistling dog, it's astonishing that the thing can
whistle--but it doesn't actually whistle very well.
(Harlan Ellison)
The Rembrandt Comic Book -- A story in which incredible craft-
manship has been lavished on an idea which is
basically trivial or subliterary, and which simply
cannot bear the weight of such deadly-serious
artistic portent.
The Steam-Grommet Factory -- Didactic SF story which consists
entirely of a guided tour of a large and elaborate
gimmick. A common technique of SF utopias and
dystopias.
(Gardner Dozois)
=== 4. PLOTS ===
Idiot Plot -- A plot which works only because all the
characters involved are idiots. They behave in a
way that suits the author's convenience, rather
than through any rational motivation of their
own.
(James Blish)
Second-order Idiot Plot -- A plot involving an entire created
SF society which functions only because every
single person in it is necessarily an idiot.
(Damon Knight)
And Plot -- Picaresque plot in which this happens, and then
that happens, and then something else happens, and
it all adds up to nothing in particular.
Kudzu Plot -- Plot which weaves and curls and writhes in
weedy organic profusion, smothering everything in
its path.
Card Tricks in the Dark -- Authorial tricks to no visible
purpose. The author has contrived an elaborate
plot to arrive at a) the punchline of a joke no one
else will get, or b) some bit of historical trivia.
This stunt may be intensely ingenious, and very
gratifying to the author, but it serves no visible
fictional purpose.
(Tim Powers)
Abbess Phone Home -- Takes its name from a mainstream story
about a medieval cloister which was sold as SF
because of the serendipitous arrival of a UFO at
the end. By extension, any mainstream story with
a gratuitous SF or fantasy element tacked on so it
could be sold.
Plot Coupons -- The true structure of the quest-type fantasy
novel. The "hero" collects sufficient plot coupons
(magic sword, magic book, magic cat) to send off
to the author for the ending. Note that "the author"
can be substituted for "the Gods" in such a work:
"The Gods decreed he would pursue this quest."
Right, mate. The author decreed he would pursue this
quest until sufficient pages were filled to complete
a trilogy.
(Dave Langford)
Bogus Alternatives -- List of actions a character could have
taken but didn't. Frequently includes all the
reasons why. A type of Dischism in which the author
works out complicated plot problems at the reader's
expense. "If I'd gone along with the cops they
would have found the gun in my purse. And anyway,
I didn't want to spend the night in jail. I
suppose I could have just run instead of stealing
their car, but then..." etc. Best dispensed with
entirely.
=== 5. BACKGROUND ===
Info Dump -- Large chunk of indigestible expository matter
intended to explain the background situation. This
can be overt, as in a fake newspaper or "Encyclopedia
Galactica" articles, or covert, in which all action
stops as the author assumes center stage and lectures.
Info-dumps are also known as "expository lumps." The
use of brief, deft, inoffensive info-dumps is known
as "kuttnering," after Henry Kuttner. When information
is worked unobtrusively into the story's basic
structure, this is known as "heinleining."
Stapledon -- Name assigned to the auctorial voice which takes
center stage to deliver a massive and magisterial
info-dump. Actually a common noun, as in: "I like
the way your stapledon describes the process of
downloading brains into computer-memory, but when
you try to heinlein it later, I can't tell what the
hell is happening."
Frontloading -- Piling too much expository matter into the
beginning of the story, so that it is so dense and dry
that it is almost impossible to read.
(Connie Willis)
Nowhere Nowhen Story -- Putting too little exposition into the
story's beginning, so that the story, while physically
readable, seems to take place in a vacuum and fails
to engage any readerly interest.
(L. Sprague de Camp)
"As You Know, Bob" -- A pernicious form of Info Dump through
dialogue, in which the characters tell each other things
they already know, for the sake of getting the
reader up-to-speed. This very common technique is
known as "Rod and Don dialogue" (Damon Knight) or
"maid and butler dialogue". (Algis Budrys)
"I've Suffered for my Art" (and now it's your turn) --
Research dump. A form of the Info Dump in which
the author inflicts upon the reader irrelevant,
but hard-won, bits of data acquired while
researching the story. As Algis Budrys once pointed
out, homework exists to make the difficult look easy.
Used Furniture -- Use of a background out of Central Casting.
Rather than invent a background and have to explain
it, or risk re-inventing the wheel, let's just
steal one. We'll set it in the Star Trek universe,
only we'll call it the Empire instead of the
Federation.
Eyeball Kick -- That perfect, telling detail that creates an
instant visual image. The ideal of certain post-
modern schools of SF is to achieve a "crammed prose"
full of "eyeball kicks."
(Rudy Rucker)
Ontological riff -- Passage in an SF story which suggests that
our deepest and most basic convictions about the
nature of reality, space-time, or consciousness
have been violated, technologically transformed, or
at least rendered thoroughly dubious. The works of
H.P. Lovecraft, Barrington Bayley, and Philip K.
Dick abound in "ontological riffs."
Edges of Ideas -- The solution to the Info Dump problem (how
to fill in the background). The theory is that, as
above, the mechanics of an interstellar drive (the
center of the idea) is not important; all that
matters is the impact on your characters: they can
get to other planets in a few months, and, oh yeah,
it gives them hallucinations above past lives. Or,
more radically: the physics of TV transmission is
the center of an idea; on the edges we find people
turning into couch potatoes because they no longer
have to leave home for entertainment. Or, more
bluntly: we don't need info dump at all. We just
need a clear picture of how people's lives have
been affected by their background. This is known
as "carrying extrapolation into the fabric of
daily life."
=== 6. CHARACTER AND VIEWPOINT ===
Viewpoint glitch -- The author loses track of point-of-view,
switches point-of-view for no good reason, or relates
something that the viewpoint character could not
possibly know.
Submyth -- Classic character-types in SF which aspire to the
condition of archetype but don't quite make it, such
as the mad scientist, the bronzed spaceship captain,
the superhuman telepath, the crazed supercomputer,
the emotionless super-rational alien, the vindictive
mutant child, etc.
(Ursula K. Le Guin)
Funny Hat Characterization -- Using unlikely gimmicks to
lend otherwise indistinguishable characters some
variety. One has an eyepatch, another a limp,
another used the word "dang" every other sentence.
Mrs. Brown -- The small, downtrodden, eminently common, everyday
little person who nevertheless encapsulates something
vital and important about the human condition. "Mrs.
Brown" is a rare personage in the SF genre, being
generally overshadowed by swaggering submyth types made
of the finest gold-plated cardboard. In a famous
essay, "Science Fiction and Mrs. Brown," Ursula K.
Le Guin decried Mrs. B's absence from the SF field.
(Virginia Woolf)
=== 7. MISCELLANEOUS ===
AM/FM -- Engineer's term distinguishing the inevitable clunky
real-world faultiness of "Actual Machines" from the
power-fantasy techno-dreams of "Fucking Magic."
Intellectual sexiness -- The intoxicating glamour of a novel
scientific idea, as distinguished from any actual
intellectual merit that it may someday prove to possess.
Consensus Reality -- Useful term for the purported world in
which the majority of modern sane people generally
agree that they live--as opposed to the worlds of,
say, Forteans, semioticians, or quantum physicists.
The Ol' Baloney Factory -- "Science Fiction" as a publishing
and promotional entity in the world of commerce.
[From Sal: Please take note that this is merely humour and though
many forms of writing are made fun of, they are not all bad. When used in
moderation and well thought-out, many of the above techniques can be slipped
unnoticed past your average reader. Planning and superb writing are the key.]
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