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>C O M P U T E R U N D E R G R O U N D<
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>D I G E S T<
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*** Volume 1, Issue #1.26 (Aug 2, 1990) **
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****************************************************************************
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MODERATORS: Jim Thomas / Gordon Meyer (TK0JUT2@NIU.bitnet)
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ARCHIVISTS: Bob Krause / Alex Smith
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USENET readers can currently receive CuD as alt.society.cu-digest.
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COMPUTER UNDERGROUND DIGEST is an open forum dedicated to sharing
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information among computerists and to the presentation and debate of
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diverse views.
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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DISCLAIMER: The views represented herein do not necessarily represent the
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views of the moderators. Contributors assume all responsibility
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for assuring that articles submitted do not violate copyright
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protections.
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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CONTENTS:
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File 1: Moderators' Corner
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File 2: GURPS: Review of Steve Jackson's Cyperpunk Game (Gordon Meyer)
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File 3: Cyberspace Subculture in Real Life (Mike Godwin)
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File 4: Update on RIPCO BBS and Dr. Ripco (Jim Thomas)
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File 5: The Current TAP (TAP Editors)
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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----------------------------------------------------------------------
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********************************************************************
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*** CuD #1.26, File 1 of 5: Moderators' Comments ***
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********************************************************************
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Date: 28 July, 1990
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From: Moderators
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Subject: Moderators' Corner
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++++++++++
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In this file:
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1) Keith Henson's Address
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2) FTP Information
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3) Len Rose Update
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+++++++++++++++++++++++++++++
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KEITH HENSON'S ADDRESS
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+++++++++++++++++++++++++++++
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In CuD 1.25, we printed an article by Keith Henson. For those wanting to
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know how to contact him for more information or to make donations, his
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address is: HKHENSON@CUP.PORTAL.COM
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+++++++++++++++++++++++++
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FTP INFORMATION
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+++++++++++++++++++++++++
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Some users have had problems obtaining files from the FTP site. Remember
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that it is case sensitive, and the directories are not immediately obvious
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without the directory list. To prevent abuse of the system, we furnish the
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file list only to subscribers of CuD. A second FTP site will be available
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in a few weeks.
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+++++++++++++++++++
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LEN ROSE UPDATE
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+++++++++++++++++++
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As of Friday, Aug. 3, Len Rose's case awaits trial in federal court in
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Baltimore. According to one source, Len was offered an arrangement in which
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he could plead guilty to one count of computer fraud and receive at least
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some prison time, but would have his computer equipment returned, or take
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the case to trial and take his chances.
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Len is currently represented by a public defender because of lack of
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resources to retain a specialist in computer crime cases. He remains
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unemployed, and has moved into a motel with his family. He told us that,
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because his equipment and crucial files were seized, his business was
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essentially shut down and he was deprived of his livelihood. This means that
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he not only cannot support his family, but cannot retain legal counsel of
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his choice. He said he was feeling isolated and "abandoned" and wasn't
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sure what his legal options were.
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We will present a detailed update of Len's situation in CuD 1.27. Len's
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public defender can be contacted at (301)-381-4646.
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********************************************************************
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>> END OF THIS FILE <<
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***************************************************************************
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------------------------------
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********************************************************************
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*** CuD #1.26: File 2 of 5: GURPS Review (by Gordon Meyer) ***
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********************************************************************
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Date: Fri, 20 Jul 90 01:19 CDT
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From: Gordon Meyer
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Subject: GURPS: Review of Steve Jackson's Cyperpunk Game
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*****************************************************************
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* Fear and Loathing in the Secret Service *
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* A synopsis of GURPS Cyberpunk *
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* Gordon Meyer *
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* (with apologies to Hunter S. Thompson) *
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*****************************************************************
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On March 1, 1990 the United States Secret Service raided the offices of
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Steve Jackson Games (SJG) in Austin, Texas. The raid was in conjunction
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with an ongoing investigation into the activities of a computer underground
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group known as the Legion Of Doom. In the process of the raid at Steve
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Jackson the agents seized files, computer equipment, and other assorted
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materials, including the soon-to-be-released book entitled GURPS CYBERPUNK.
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As of this writing (July 19, 1990) the majority of the material seized has
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been returned, but the four month lag time cost the company much in revenue
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and development time. The financial impact has been said to have caused
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lost income in the several thousand dollars range, and the layoff of nearly
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half the SJG staff. In spite of the difficulties of re-creating the book
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from notes, draft copies, and comments from beta testers, SJG released
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GURPS Cyberpunk approximately ten weeks ago. Sales thus far have been
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good, according to author Loyd Blankenship, and the reaction has been
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positive to "the most realistic cyperpunk game on the market".
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WHAT IS GURPS CYBERPUNK?
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This "review" is being written for the purpose of exploring a book that was
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confiscated, prior to publication, by the United States Secret Service. It
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is not a critique of the book itself. My intent is to discuss GURPS
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Cyperpunk in a framework that examines what it contains in general, not in
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specific, and most certainly not from the perspective a Role Playing Game
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aficionado. When the Secret Service confiscated GURPS Cyberpunk they
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remarked it was actually a "handbook for computer crime" (p.5). Thus giving
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us an excellent ideal-type by which we can (with tongue-in-cheek) define
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the essential elements, if not the specific contents, of a government
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identified "crime manual".
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GURPS Cyberpunk is but one module of the General Universal Role Playing
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System ("GURPS"). Role Playing Games (RPG) are complex simulations where
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players role play the actions and persona of a character in a mythical
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world. Many RPG's are written for one specific setting, such as "Dungeons
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and Dragons" (not a SJG product by the way) where play takes place in a
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medieval world of magic, wizards, and (naturally) dragons. GURPS, on the
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other hand, is an award-winning system whereby nearly any type of world or
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setting can be simulated based on the same set of GURPS rules and
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guidelines. GURPS Cyberpunk is a supplement to the GURPS Basic Set, giving
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the players specific rules and background material needed to play a game
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that takes place in a "cyperpunk" setting.
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CYBERPUNK?
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A discussion of "cyberpunk", as a genre and movement in and of itself,
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would eclipse this review. For our purposes we'll define cyberpunk as a
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science fiction genre where the world is presented as gritty, corrupt, and
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unfair, yet infused with rampant high technology being used for personal
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and corporate gain. Loyd Blankenship, the author of GURPS Cyberpunk and
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managing editor at SJG, describes it like this:
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The cyberpunk future is vibrant - pulsating with life, from the
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streets to the high-rises. Paradoxically, however, that life is cheap,
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perhaps because there's so much of it - there might be twenty million
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people in Tokyo or New York.
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Cyberpunk is a style defined by two elements. The first is
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interaction of man with technology. Computers are as common as
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dishwashers in the cyberpunk future, and the dividing line between man
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and machine is sometimes blurred....The second element found in most
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cyberpunk work is that of struggle. The world is divided into two
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groups - the haves and the have-nots - with a vast chasm between them.
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Those with power wish to keep it; those without, want to get it. (p.4)
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In discussing the role playing aspects of a cyberpunk world Blankenship
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writes:
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The conventional gaming morality of good versus evil has a limited
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role in the genre. What are the reference points? Characters in
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cyberpunk literature are constantly committing unethical, illegal or
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immoral acts, but they sometimes do so for purposes we could define as
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"good." Conversely, a repressive government may define behavior as
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"good" that stifles the human spirit and grinds individuals into the
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dust. In cyberpunk, there are rarely blacks and whites, but there are
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many shades of gray. (pp.4-5)
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If one considers GURPS Cyberpunk to be a literary work, rather than a
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"mere" rule book for gaming, it becomes a valuable reference work for
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exploring the cyberpunk genre. Blankenship has even thoughtfully included
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a selected bibliography of distinctive cyperpunk novels and movies. Those
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interested in learning more about the cyberpunk future will find
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bibliography quite helpful.
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THE GURPS CYBERPUNK WORLD.
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The book is divided into six sections, covering each element that the "Game
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Master" (the person who, in essence, referees and directs the game for the
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other players) should consider when planning his game or scenario. These
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sections, which will be discussed in turn, are:
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Characters Cyberwear Technology and Equipment Netrunning World
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Design Campaigning
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CHARACTERS:
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The inhabitants of the GURPS Cyberpunk world, and thus the personas players
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can choose to adopt in game play, are many and varied. Consistent with the
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overall theme of the genre they primarily consist of low-life and/or
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corrupt individuals interested mostly in personal gain. Some of the
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characters types discussed in the book include Assassins (which can be
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associated with a particular mega-corporation or freelancers), Bodyguards,
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Brokers (legitimate resellers, black marketeers, etc), Celebrities, Cops
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(corrupt and otherwise), Corporate (good, bad, or indifferent the corporate
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worker will always put company and career interests first. These characters
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are also known as "suits"), Drifters, Mobsters, Reporters, and Slicers
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(doctors who specialize in installing artificial supplements to the human
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body. See "cyberwear" below).
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There are many more roles and occupations that players can adopt. The
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GURPS Cyberpunk world is rich in options and offers something at every
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level of social strata.
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CYBERWEAR:
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In the cyberpunk world science and medicine have met, mated, and forever
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changed the meaning of "cosmetic surgery". In this section the various
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"optional equipment" players can purchase or obtain for their characters is
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discussed. Cybernetic implants or replacement parts, such as eyes with
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infrared or microscopic abilities, are available providing the player has
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enough money and chutzpah to risk the surgery. The cyberpunk body shops
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offer everything from razor sharp retractable blades that fit under your
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fingernails, to ROM chips and computer interfaces grafted directly onto the
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cerebral cortex. This section is a must read of "gadget freaks" of the
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future!
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TECHNOLOGY AND EQUIPMENT:
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This section discusses the weapons (such as slugthrowers, lasers, and
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grenades), equipment (such as ROM burners, batteries, vehicles), and drugs
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(both legal and illegal), that are found in the game's world. The
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accessories found here are consistent with the overall theme, and in many
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cases represent logical extensions of present day technology.
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NETRUNNING:
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The unifying concept of most Cyberpunk stories is the existence of a
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world-wide computer network, know simply as "the net". As GURPS Cyberpunk
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points out, certainly the seeds for this network were already in place in
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the late 1980's. The fact that so many of your are able to receive CuD on a
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timely basis is testimony to this. GURPS Cyberpunk extrapolates the present
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net into a future where it is a pervasive element of everyday life.
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"Netrunners", the player characters who are specialists in the art of
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penetrating the security of computers on the net, can be highly valued
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members of the player team. The net and it's computers play such a large
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role in the cyberpunk society that the skills of a "hacker" are often
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needed to successfully complete a scenario. (Other player character types
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available are "console cowboys" or "interface jocks" who are essentially
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netrunners-for-hire, plying their skills at freelance system penetration.)
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Because so much of the cyberpunk future depends on computer interaction the
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bulk of the "Netrunning" chapter is dedicated to describing the equipment
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and layout of the net.
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The computers described in GURPS Cyberpunk are futuristic, but not
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unrealistically so. They range from "dedicated computers" performing one
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task, to "Megacomputers" which can control the traffic, sewage, power, and
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all other maintenance functions for an entire city.
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The net itself is, in some ways, much like the existing networks of today.
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It consists of Government, Banking, Military, Educational, and Private
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systems linked together through interconnections and gateways. Three
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different types of nodes are available for "jacking into" the net (public,
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normal, and secure) with each protected (or not protected in some cases)
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with various degrees of "ICE" (Intrusion Countermeasure Electronics), the
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security software of the future.
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The net is accessed using a "cyberdeck", a small dedicated computer that
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connects directly to the users neural system allowing the network and its
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data to be visualized as it is transversed. Thus when a netrunner is
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jacked in she is virtually cut-off from the outside, totally immersed in
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the experience of using the net.
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For the netrunner, the visual experience of being "jacked in" is one where
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the information is "seen" floating in space before ones eyes. The image,
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which is being electronically projected onto the optical nerve, can be one
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of three styles. Marquee style, where all information appears in text form,
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"Icon style" similar to the graphical user interface used in today's
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machines, or "Environmental style" where the net appears to be a complete
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and fully defined landscape with nodes, computers, and data appearing as
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physical structures which can be entered and explored (perhaps somewhat
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like that presented in the movie TRON).
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If a Netrunner wishes to penetrate the ICE protecting a corporate computer
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he can use one of several techniques which may (depending on luck and the
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attributes or skills the character has) prove successful. Some of the
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techniques discussed in the GURPS manual include guessing passwords,
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bluffing information out of inside sources (also known as "social
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engineering"), and using specialized Cyberdeck programs to distract or
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disable the security system.
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If a Netrunner character successfully obtains access they must then take
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actions to secure their goal...whatever that goal may be. The GURPS
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Cyberpunk manual includes a brief discussion of several things the player
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may attempt such as copying or downloading information, monitoring other
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users, remote execution of programs, and searching a database. Note that
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these discussions are quite brief, and merely explain in conceptual and
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atmospheric terms what each action might entail. For example, here are two
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such sections in their entirety:
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Creating New Accounts: This can only be done from a superuser account.
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A fictitious entry is made in the system user file - the creator
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chooses whether to set it up as a normal account or as a superuser.
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Normal users are less powerful, but tend to attract less attention; a
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new superuser can do anything, but may be noticed quickly. If the
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netrunner can accomplish his goal with a normal account, or if he has
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confidence in his Promote program, he should stick with a standard
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account. The decker should keep in mind that everything he does is
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probably being logged - unless he has a very trustworthy Erase
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program, he should plan on abandoning an account after using it for
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any noticeable scams. Each week there is a chance that the fake
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account will be discovered by routine system administration. The GM
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[game master] should secretly roll 3d [dice] for each bogus account.
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If the machine is public a result of 4 or less indicates discovery;
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this increases to 6 or less on a normal machine and 8 or less on a
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secure machine. Increase these numbers by 2 if the fake account has
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superuser privileges. Possible actions upon discovery range from
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simple deletion of the account to heavy Alarming and a Trace program.
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(pp.79-80)
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TRANSFERRING COMMODITIES: With the advent of electronic fund
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transfers, money is shuffled by communication lines instead of armored
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trucks. By shuffling the appropriate numbers a good netrunner can give
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himself "legitimate" access to millions of dollars in cash, precious
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metals, products or anything else that is used in commerce.
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Transferring commodities is simple - the exact appearance depends on
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the Environmental Interface being used [marquee, icon, etc. see above
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discussion], but the decker basically "picks up" the commodity with a
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Computer hacking roll [of the dice], and then "carries" it with him to
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another node, or uses a Transfer program to move it. What really
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happens is that he netrunner steals the routine codes and invoice
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number for the valuta, then erases them from the true owner's system.
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he must then arrange for delivery. (p.82)
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Other topics included in this chapter include detailed instructions on how
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the GM can determine the structure of the network before the game begins by
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using dice to randomly decide such things as number of nodes, contents of
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the systems, complexity of the security, and so on. This information is
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later used in game play when a netrunner player attempts to access
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individual nodes on the net.
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Finally, throughout this chapter (and much of the book) there are numerous
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"sidebar" articles containing background and supportive information which
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is intended to add to the realism of the game. The sidebar topics in this
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chapter include a discussion of Integrated Services Digital Network (ISDN),
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Types of pseudonyms used by netrunners, Tempest surveillance equipment,
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Data encryption, The Social Consequences of Neural Interfaces, Phreaking,
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Strange Protocols, Trashing, and a list of current (1990) network names
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around the world. As an example here is the complete entry for "Chat
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Systems":
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One of the most popular types of system on the net will be realtime
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conference centers - commonly called chat systems. These are nodes with
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a high number of incoming lines which allow users to communicate (both
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publicly and privately) with each other. Hackers commonly use chat
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systems to discuss targets, or to trade information. The anger is that
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one is never sure of the identities of the other callers. Hacker chat
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systems on current networks (such as Altgers or tchh in West Germany
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and QSD in France) have evolved elaborate protocols for hackers to deal
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with each other. These include the use of coded phrases to initiate
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conversation, avoidance of "real" names, and many other methods to
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ensure security. The second danger of a chat system is that the users
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must trust the management. Any time that a netrunner is using an
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unfamiliar chat system, the GM should roll 3d. On a 7 or less, the
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conversation is being monitored and possible recorded. What happens
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after that is up to the GM. (p.69)
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The other sidebar topics follow a similar pattern. The topic is discussed
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briefly, with some historical and a smattering of specific information
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thrown in, then the specific instructions on how this information can be
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incorporated into game play.
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THE REST OF THE BOOK:
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The remaining chapters in the book are "World Design" which discusses
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considerations such as political climate, economic system, Urban Settings,
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etc., and "Campaigning" which covers others items the GM will want to
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consider such as setting the atmosphere, pace of the game, group dynamics,
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and determining the theme.
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CONCLUSION:
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The bulk of this overview has focused on the "netrunning" chapter since it
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is the information contained therein that the Secret Service was probably
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most interested in. Having placed the chapter within the framework and
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intent of the book as a whole it become obvious that the discussion of
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"hacking" is far from the instructional text book the government believed
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it to be. What GURPS Cyberpunk has done is to take a pre-existing science
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fiction genre (cyberpunk) and create descriptions and guidelines that allow
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role playing gamers to adopt accurate and realistic scenarios.
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The question remains, however, if GURPS Cyberpunk has given away any
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so-called "Secrets of the Computer Underground". The answer is most
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certainly that it has not. Even the sidebar discussions about access
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levels and backdoor programs reveal little more than "Superusers have the
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most power of any account" and "Some programs may have secret passwords
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that bypass regular system security". Hardly information one couldn't
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obtain from many other sources, including mainstream books on computer
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security.
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In fact, one group that may find this book to be helpful in the real world
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is the computer security community. Various members of the CU have often
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suggested that computer facilities shred their trash, prohibit default
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passwords, and other simple security measures. If one concludes that this
|
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is indeed a handbook for breaking into computers then it follows that it is
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also a handbook on preventing hackers from doing so.
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The audience of role playing games is a difficult crowd to please.
|
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Successful games must offer excitement, intrigue, and logical consistency
|
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in detail and rules. As Blankenship noted while discussing GURPS
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Cyberpunk, "A role playing game requires the suspension of disbelief. The
|
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closer a game is to reality the easier it is to suspend." All things
|
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considered, Steve Jackson Games has done an admirable job of bringing
|
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realism and coherence to the cyberpunk world.
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POSTSCRIPT: Steve Jackson Games has set up a BBS for discussion and
|
||
questions about its products. The Illuminati, once closed by the Secret
|
||
Service as a part of the raid on SJG, is now back online and awaiting your
|
||
calls. 512-447-4449 (2 lines, 2400 baud, 24 hours a day). Tell 'em CuD
|
||
sent you.
|
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|
||
********************************************************************
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>> END OF THIS FILE <<
|
||
***************************************************************************
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||
------------------------------
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||
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||
********************************************************************
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||
*** CuD #1.26: File 3 of 5: Cyberspace & Real Life (M. Godwin)***
|
||
********************************************************************
|
||
|
||
Date: 29 Jul 90 06:30:19 GMT
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||
To: alt-society-cu-digest@CS.UTEXAS.EDU
|
||
From: mnemonic@WALT.CC.UTEXAS.EDU(Mike Godwin)
|
||
Subject: Cyberspace Subculture in Real Life
|
||
|
||
I think it ought to be of particular interest to sf-lovers and other folks
|
||
interested in the interaction between technological advance and society
|
||
that Craig Neidorf, the major Legion of Doom defendant, had his case
|
||
discharged on Friday, when it became apparent that BellSouth, in their
|
||
eagerness to help the federal government, apparently contrived an
|
||
outrageously high valuation for the information that Neidorf and others are
|
||
alleged to have "stolen."
|
||
|
||
The case resonates with cyberpunk fiction for a couple of reasons. The
|
||
first is obvious: the federal government's crackdown this winter and spring
|
||
has been aimed at stamping out an underground subculture of technically
|
||
proficient but non-mainstream computer hackers, a few of whom are genuinely
|
||
amoral, but all of whom are regarded by government and industry as
|
||
potential threats.
|
||
|
||
The second concerns the extend to which a corporate entity, BellSouth,
|
||
manipulated the government into terrorizing more than a hundred--and
|
||
intimidating thousands more--computer hobbyists. It's an exercise of
|
||
corporate dominance that an sf fan is tempted to describe as "Gibsonesque."
|
||
|
||
Has justice triumphed? Only in a sense. Neidorf had the advantage of being
|
||
the editor and publisher of PHRACK, which meant that his actions had First
|
||
Amendment implications that even the technophobes can understand. But even
|
||
with that advantage, it took a lot of effort to publicize the case, much of
|
||
which is attributable to John Barlow and Mitch Kapor of the Electronic
|
||
Frontier Foundation, and Neidorf's family has been emotionally and
|
||
financially oppressed by the burden of his defense.
|
||
|
||
Nor is this the only social cost exacted by the federal crackdown; it's
|
||
also the case that countless BBSs and individual system owners have either
|
||
ended or limited public access to their systems for fear of having their
|
||
property seized as evidence.
|
||
|
||
Gibson's future is shaping itself right now, and it behooves those of us
|
||
who are interested in shaping that future to get involved right now. Those
|
||
who are computer professionals should consider associating themselves with
|
||
Computer Professionals for Social Responsibility, a group that has received
|
||
a grant from the Electronic Frontier Foundation. CPSR can be contacted by
|
||
writing or calling the following people:
|
||
|
||
Marc Rotenberg CPSR Washington Office 1025 Connecticut Avenue, NW Suite
|
||
1015 Washington, DC 20036 202/775-1588
|
||
|
||
Gary Chapman CPSR National Office P.O. Box 717 Palo Alto, CA 94302
|
||
415/322-3778
|
||
|
||
|
||
Two good background articles are John Barlow's "Crime and Puzzlement,"
|
||
which appears in the August issue of WHOLE EARTH REVIEW, and the Julian
|
||
Dibell article "On Line and Out of Bounds," which appears in the July 24
|
||
issue of the VILLAGE VOICE. There was a small newspaper article on the
|
||
dismissal of the Neidorf case in Saturday's NEW YORK TIMES; there should be
|
||
an article of some sort on the dismissal in Monday's issue of NEWSWEEK.
|
||
|
||
An on-line journal that is tracking these social and legal issues as they
|
||
develop is the Computer Underground Digest, which is published by Jim
|
||
Thomas and Gordon Meyer at Northern Illinois University. You can subscribe
|
||
to the digest by requesting a subscription from Thomas and Meyer at
|
||
TK0JUT2@NIU.bitnet or TK0JUT1%NIU.BITNET@uicvm.uic.edu.
|
||
|
||
|
||
|
||
--Mike
|
||
|
||
|
||
|
||
Mike Godwin, UT Law School |"... and first I put my arms around him yes
|
||
No longer a bar-exam nerd | and drew him down to me so he could feel my
|
||
mnemonic@ccwf.cc.utexas.edu | breasts all perfume yes and his heart was
|
||
(512) 346-4190 | going like mad and yes I said yes I will Yes."
|
||
|
||
|
||
********************************************************************
|
||
>> END OF THIS FILE <<
|
||
***************************************************************************
|
||
|
||
------------------------------
|
||
|
||
********************************************************************
|
||
*** CuD #1.26: File 4 of 5: Update on RIPCO BBS & Dr. Ripco***
|
||
********************************************************************
|
||
|
||
Date: Mon, 30 Jul 90 22:54 CDT
|
||
From: Moderators (TK0JUT1.cs.niu.edu)
|
||
Subject: Update on RIPCO BBS and Dr. Ripco
|
||
|
||
|
||
One forgotten victim in the Sundevil sweeps has been Dr. Ripco, sysop of
|
||
RIPCO bbs, which was considered one of the top CU hangouts and text file
|
||
boards in the country. Dr. Ripco's equipment, including numerous disks,
|
||
several computers, and telecom equipment, was confiscated by Secret Service
|
||
agents with a seizure warrant on May 8. Although no computer-related
|
||
charges have been filed, no equipment has been returned.
|
||
|
||
When we caught up with DR a few days ago, he explained that local (Chicago)
|
||
police who accompanied federal agents on the seizures found several pistols
|
||
in the storage building where the computer equipment was located. Under a
|
||
Chicago ordinance, possession of weapons is a misdemeanor, and DR was cited
|
||
for failure to register the weapons. The guns were new, never fired, and
|
||
still in their box. If we caught the details correctly, he entered a
|
||
guilty plea, they took away the guns, and he was given six months
|
||
supervision and will not have a record.
|
||
|
||
The Doc indicated that he himself did not participate much in the modem
|
||
world, and one reason he has been silent is because he isn't fully aware of
|
||
all the digests and e-mail connections that exist, and depends for his news
|
||
on local media (good luck on that one, DR) and word-of-mouth from friends.
|
||
He has not yet retained an attorney to re-acquire his equipment, because he
|
||
believed it would be given back relatively soon. Now, nearly three months
|
||
after the seizure, he is concerned.
|
||
|
||
DR indicated that, unlike the experience of others, the SS was relatively
|
||
polite, if ignorant about technical matters. Although wearing bullet proof
|
||
vests, their guns were not drawn and they did not attempt to hassle him
|
||
(despite some snide comments by one agent). He emphatically indicated that
|
||
the searches and confiscations were not necessary, because if they had
|
||
contacted him, he would have cooperated fully.
|
||
|
||
The Doc claimed that, to his knowledge, little illegal activity occured on
|
||
the board. He thought that perhaps some of his files might be considered
|
||
"bad taste," but they were not in his judgment illegal. Public message
|
||
logs from mid-1988 to May 7, 1990, support his claim. Despite some
|
||
posturing, few of the over 600 users abused the board.
|
||
|
||
In many ways, the situation is like that of Steve Jackson, whose equipment
|
||
was confiscated and board shut down because of some vague notion of
|
||
"possible wrong-doing." RIPCO seems to have been targeted in part because
|
||
of its longevity and in part because it had one of the better text file
|
||
collection in country. It was a gathering point for many of the most active
|
||
computer underground types, and the number was reportedly blocked by at
|
||
least one telecom LD server because of phreaks calling.
|
||
|
||
If we are correct in our reasons for why RIPCO was shut down, it further
|
||
indicates the chilling effect of Sundevil. Providing textfiles as a
|
||
resource is not illegal, nor, to date, has the government claimed that Dr.
|
||
Ripco in fact did anything illegal. Yet, his equipment is gone and the
|
||
modem world lost a fine board.
|
||
|
||
The moderators emphasize to those who think that RIPCO was nothing more
|
||
than a phreak/hacker board that it provided some of the best chat we have
|
||
seen. Discussions ranged from current events to sophisticated philosophical
|
||
issues. Despite the usual number of dolts one might expect in a community
|
||
of over 600, the users were generally well-informed, articulate, and
|
||
stimulating.
|
||
|
||
The closing of RIPCO is symbolic for two reasons. First, as one of the
|
||
longest running CU boards, it served as a cultural meeting place. The CU
|
||
community is transitory, with participants coming and going as their
|
||
interest fades and is rekindled. RIPCO served as place to reunite old
|
||
friends and meet new ones. Although most of the "elite" CU didn't frequent
|
||
RIPCO regularly, they would often "stop in" just to check their e-mail or
|
||
see what the latest text files were. Thus, RIPCO was functional for
|
||
entering and maintaining contact with the CU community as a whole.
|
||
|
||
It is also interesting to note that RIPCO had long suffered under a sort of
|
||
"common knowledge" that it was highly "infested" with law enforcement
|
||
agents. This assumption was fed both by it's longevity and openess to the
|
||
public. When it was closed down, the general CU reaction was one of sorrow
|
||
(because it was such a familiar part of the community) and confusion
|
||
(because of its reputation for being legal and above board). There was
|
||
also some question as to why the "feds" would shut down what was assumed to
|
||
be a source of information they were using to obtain leads into the
|
||
activity of the CU.
|
||
|
||
|
||
There is a chance that Dr. Ripco might resume the board, and we encourage
|
||
him to do so. RIPCO was an asset to the modem world and many of us miss it.
|
||
Dr. Ripco's account of his experience will appear in CuD 1.27.
|
||
|
||
|
||
********************************************************************
|
||
>> END OF THIS FILE <<
|
||
***************************************************************************
|
||
|
||
------------------------------
|
||
|
||
********************************************************************
|
||
*** CuD #1.26: File 5 of 5: The Current TAP (TAP Editors) ***
|
||
********************************************************************
|
||
|
||
From: TAP
|
||
Subject: The Current Tap
|
||
Date: Mon, 30 Jul 90 20:37:55 EDT
|
||
|
||
|
||
TO: CuD Editors
|
||
FR: Aristotle, TAP Editor.
|
||
|
||
It had some to my attention that you may be confused about what TAP
|
||
Magazine is all about. In this mail, I will aid you by explaining how TAP
|
||
came into our hands and why it is printed. If you should have any further
|
||
questions, feel free to e-mail the address that this is sent from.
|
||
|
||
HOW WE CAME INTO PRINTING TAP. Since the first time I came into the
|
||
techno-underground scene, I had always heard of a 'cool' magazine called
|
||
TAP in New York. After searching for a set of issues, my friend and I came
|
||
into purchasing a complete set. At that time I had been reading 2600 for
|
||
about three years and my friend and I agreed that what the
|
||
techno-underground needed was a publication (in hardcopy form), that would
|
||
print article concerning all corners of the techno-underground. We liked
|
||
2600 and the other magazines (when they came out), but we just felt that
|
||
info on telephones and computers was not enough. There are a multitude of
|
||
ways someone can hack. To us, hacking computers, phones, cable systems,
|
||
satellite systems, and LIFE, were all equally interesting. Well since
|
||
there was no current magazine that we knew of which dealt with all the
|
||
above things, we decided TAP had been the perfect magazine for the
|
||
situation. After pondering on what we could do with it, we tried to
|
||
contact the last editors. We admit that we did not get a hold of the past
|
||
editor until we had complete an issue, Number 92. We did though, get in
|
||
touch with both Cheshire Catalyst and Tuc after our first issue was done.
|
||
Cheshire Catalyst was sent a copy for his 'approval' and he proceeded to
|
||
give us permission to resume TAP where he had left off. Tuc expressed his
|
||
approval after seeing 92 and speaking with us at Summercon 89, in St.
|
||
Louis. Cheshire, at first, decided he would let us print but he would not
|
||
openly admit that we had his permission until we were established as a
|
||
reputable publication. Well, after we showed Tuc and Cheshire the
|
||
magazine, Cheshire gave his full cooperation with our production of TAP and
|
||
even offered some helpful words of wisdom on running TAP. I am not going
|
||
to get into the debate of whether we are the original TAP, but I would like
|
||
to say that you could not get any closer to the original than we are. TAP
|
||
never had one consistent editor. Many people edited TAP and published it.
|
||
The way we see it is that we are just following in the footsteps of the
|
||
original editor. I suppose you could call it a tradition, TAP WAS HANDED
|
||
DOWN TO ME PERSONALLY BY THE LAST EDITOR.
|
||
|
||
WHAT TAP IS ALL ABOUT. TAP is printed for the sole purpose of promoting
|
||
the free distribution of useful information concerning the
|
||
techno-underground. Every so often we will print articles concerning
|
||
politics or human rights but that is part of the flavor of TAP. If we
|
||
decide that some info fits the format of the magazine, we print it. The
|
||
staff of TAP has always believed in opposing any and all censorship.
|
||
|
||
SUBSCRIPTION RATES. One of the major reasons for our deciding to print TAP
|
||
was that there was a gaping hole in the market. The only popular
|
||
hack/phreak publication that we could find was 2600. With 2600 asking $18
|
||
for four issues, we felt something had to be done for the people that could
|
||
not afford something that expensive. Therefore, we decided to give TAP
|
||
away. Everyone should have the ability to access TAP. Since TAP is free,
|
||
we also decided against copyrighting our magazine. Anyone if free to copy
|
||
any part of TAP at their own free will. The only thing we ask is that we
|
||
get credit in their reproduction for what we produced. To get a copy of
|
||
TAP, all a subscriber has to do is send us a 25 cent stamp to cover
|
||
postage. We will pay all other costs. The price might go up to 50 cents
|
||
soon as we are using larger envelopes which cost more to mail. If someone
|
||
wants to get a subscription, he/she only needs to send the correct amount
|
||
of postage for the amount of issues he/she wants to receive. We like to
|
||
get subscriptions in lots of 10 or less issues. Anything over 10 issues is
|
||
considered a donation. Back issues of all 100 issues are also being
|
||
offered now. These will cost actual money.
|
||
|
||
|
||
********************************************************************
|
||
|
||
------------------------------
|
||
|
||
**END OF CuD #1.26**
|
||
********************************************************************
|
||
|
||
|