573 lines
32 KiB
Plaintext
573 lines
32 KiB
Plaintext
GURPS LABOR LOST: The Cyberpunk Bust
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by Bruce Sterling
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Copyright (c) by Bruce Sterling, 1991.
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Reprinted by permission of the author.
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Some months ago, I wrote an article about the raid on Steve Jackson
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Games, which appeared in my "Comment" column in the British science
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fiction monthly, Interzone(#44, February 1991). This updated version,
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specially re-written for dissemination by EFF, reflects the somewhat
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greater knowledge I've gained to date, in the course of research on an
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upcoming nonfiction book, The Hacker Crackdown: The True Story of the
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Digital Dragnet of 1990 and the Start of the Electronic Frontier
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Foundation.
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The bizarre events suffered by Mr. Jackson and his co-workers, in my own
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home town of Austin, Texas, were directly responsible for my decision to
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put science fiction aside and to tackle the purportedly real world of
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computer crime and electronic free-expression.
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The national crackdown on computer hackers in 1990 was the largest and
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best-coordinated attack on computer mischief in American history. There
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was Arizona's "Operation Sundevil," the sweeping May 8 nationwide raid
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against outlaw bulletin boards. The BellSouth E911 case (of which the
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Jackson raid was a small and particularly egregious part) was
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coordinated out of Chicago. The New York State Police were also very
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active in 1990.
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All this vigorous law enforcement activity meant very little to the
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narrow and intensely clannish world of science fiction. All we knew -
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and this perception persisted, uncorrected, for months - was that Mr.
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Jackson had been raided because of his intention to publish a gaming
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book about "cyberpunk" science fiction. The Jackson raid received
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extensive coverage in science fiction news magazines (yes, we have
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these) and became notorious in the world of SF as "the Cyberpunk Bust."
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My INTERZONE article attempted to make the Jackson case intelligible to
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the British SF audience.
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What possible reason could lead an American federal law enforcement
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agency to raid the headquarters of a science-fiction gaming company?
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Why did armed teams of city police, corporate security men, and federal
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agents roust two Texan computer hackers from their beds at dawn, and
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then confiscate thousands of dollars' worth of computer equipment,
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including the hackers' common household telephones? Why was an
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unpublished book called GURPS Cyberpunk seized by the US Secret Service
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and declared "a manual for computer crime?" These weird events were not
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parodies or fantasies; no, this was real.
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The first order of business in untangling this bizarre drama is to know
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the players - who come in entire teams.
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PLAYER ONE: The Law Enforcement Agencies.
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America's defense against the threat of computer crime is a confusing
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hodgepodge of state, municipal, and federal agencies. Ranked first, by
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size and power, are the Central Intelligence Agency (CIA), the National
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Security Agency (NSA), and the Federal Bureau of Investigation (FBI),
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large, potent and secretive organizations who, luckily, play almost no
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role in the Jackson story.
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The second rank of such agencies include the Internal Revenue Service
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(IRS), the National Aeronautics and Space Administration (NASA), the
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Justice Department, the Department of Labor, and various branches of the
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defense establishment, especially the Air Force Office of Special
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Investigations (AFOSI). Premier among these groups, however, is the
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highly-motivated US Secret Service (USSS),the suited, mirrorshades-
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toting, heavily-armed bodyguards of the President of the United States.
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Guarding high-ranking federal officials and foreign dignitaries is a
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hazardous, challenging and eminently necessary task, which has won USSS
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a high public profile. But Abraham Lincoln created this oldest of
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federal law enforcement agencies in order to foil counterfeiting. Due
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to the historical tribulations of the Treasury Department (of which USSS
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is a part), the Secret Service also guards historical documents,
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analyzes forgeries, combats wire fraud, and battles "computer fraud and
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abuse." These may seem unrelated assignments, but the Secret Service is
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fiercely aware of its duties. It is also jealous of its bureaucratic
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turf, especially in computer-crime, where it formally shares
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jurisdiction with its traditional rival, the Johnny-come-lately FBI.
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As the use of plastic money has spread, and their long-established role
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as protectors of the currency has faded in importance, the Secret
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Service has moved aggressively into the realm of electronic crime.
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Unlike the lordly NSA, CIA, and FBI, which generally can't be bothered
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with domestic computer mischief, the Secret Service is noted for its
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street-level enthusiasm.
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The third-rank of law enforcement are the local "dedicated computer
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crime units." There are few such groups, pitifully under staffed. They
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struggle hard for funding and the vital light of publicity. It's
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difficult to make white-collar computer crimes seem pressing, to an
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American public that lives in terror of armed and violent street crime.
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These local groups are small - often, one or two officers, computer
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hobbyists, who have drifted into electronic crimebusting because they
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alone are game to devote time and effort to bringing law to the
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electronic frontier. California's Silicon Valley has three computer-
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crime units. There are others in Florida, Illinois, Ohio, Maryland,
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Texas, Colorado, and a formerly very active one in Arizona - all told,
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though, perhaps only fifty people nationwide.
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The locals do have one great advantage, though. They all know one
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another. Though scattered across the country, they are linked by both
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public-sector and private-sector professional societies, and have a
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commendable subcultural esprit-de-corps. And in the well-manned Secret
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Service, they have willing national-level assistance.
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PLAYER TWO: The Telephone Companies.
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In the early 80s, after years of bitter federal court battle, America's
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telephone monopoly was pulverized. "Ma Bell," the national phone
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company, became AT&T, AT&T Industries, and the regional "Baby Bells,"
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all purportedly independent companies, who compete with new
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communications companies and other long-distance providers. As a class,
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however, they are all sorely harassed by fraudsters, phone phreaks, and
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computer hackers, and they all maintain computer-security experts. In a
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lot of cases these "corporate security divisions" consist of just one or
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two guys, who drifted into the work from backgrounds in traditional
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security or law enforcement. But, linked by specialized security trade
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journals and private sector trade groups, they all know one another.
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PLAYER THREE: The Computer Hackers.
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The American "hacker" elite consists of about a hundred people, who all
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know one another. These are the people who know enough about computer
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intrusion to baffle corporate security and alarm police (and who,
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furthermore, are willing to put their intrusion skills into actual
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practice). The somewhat older subculture of "phone-phreaking," once
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native only to the phone system, has blended into hackerdom as phones
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have become digital and computers have been netted-together by
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telephones. "Phone phreaks," always tarred with the stigma of rip-off
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artists, are nowadays increasingly hacking PBX systems and cellular
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phones. These practices, unlike computer-intrusion, offer easy profit
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to fraudsters.
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There are legions of minor "hackers," such as the "kodez kidz," who
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purloin telephone access codes to make free (i.e., stolen) phone calls.
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Code theft can be done with home computers, and almost looks like real
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"hacking," though "kodez kidz" are regarded with lordly contempt by the
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elite. "Warez d00dz," who copy and pirate computer games and software,
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are a thriving subspecies of "hacker," but they played no real role in
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the crackdown of 1990 or the Jackson case. As for the dire minority who
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create computer viruses, the less said the better.
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The princes of hackerdom skate the phone-lines, and computer networks,
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as a lifestyle. They hang out in loose, modem-connected gangs like the
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"Legion of Doom" and the "Masters of Destruction." The craft of hacking
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is taught through "bulletin board systems," personal computers that
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carry electronic mail and can be accessed by phone. Hacker bulletin
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boards generally sport grim, scary, sci-fi heavy metal names like BLACK
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ICE - PRIVATE or SPEED DEMON ELITE. Hackers themselves often adopt
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romantic and highly suspicious tough-guy monickers like "Necron 99,"
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"Prime Suspect," "Erik Bloodaxe," "Malefactor" and "Phase Jitter." This
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can be seen as a kind of cyberpunk folk-poetry - after all, baseball
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players also have colorful nicknames. But so do the Mafia and the
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Medellin Cartel.
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PLAYER FOUR: The Simulation Gamers.
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Wargames and role-playing adventures are an old and honored pastime,
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much favored by professional military strategists and H.G. Wells, and
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now played by hundreds of thousands of enthusiasts throughout North
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America, Europe and Japan. In today's market, many simulation games are
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computerized, making simulation gaming a favorite pastime of hackers,
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who dote on arcane intellectual challenges and the thrill of doing
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simulated mischief.
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Modern simulation games frequently have a heavily science-fictional
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cast. Over the past decade or so, fueled by very respectable royalties,
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the world of simulation gaming has increasingly permeated the world of
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science-fiction publishing. TSR, Inc., proprietors of the best-known
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role-playing game, "Dungeons and Dragons," own the venerable
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science-fiction magazine "Amazing." Gaming-books, once restricted to
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hobby outlets, now commonly appear in chain-stores like B. Dalton's and
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Waldenbooks, and sell vigorously.
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Steve Jackson Games, Inc., of Austin, Texas, is a games company of the
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middle rank. In early 1990, it employed fifteen people. In 1989, SJG
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grossed about half a million dollars. SJG's Austin headquarters is a
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modest two-story brick office-suite, cluttered with phones,
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photocopiers, fax machines and computers. A publisher's digs, it
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bustles with semi-organized activity and is littered with glossy
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promotional brochures and dog-eared SF novels. Attached to the offices
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is a large tin-roofed warehouse piled twenty feet high with cardboard
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boxes of games and books. This building was the site of the "Cyberpunk
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Bust."
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A look at the company's wares, neatly stacked on endless rows of cheap
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shelving, quickly shows SJG's long involvement with the Science Fiction
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community. SJG's main product, the Generic Universal Role- Playing
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System or GURPS, features licensed and adapted works from many genre
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writers. There is GURPS Witch World, GURPS Conan, GURPS Riverworld,
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GURPS Horseclans, many names eminently familiar to SF fans. (GURPS
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Difference Engine is currently in the works.) GURPS Cyberpunk, however,
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was to be another story entirely.
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PLAYER FIVE: The Science Fiction Writers.
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The "cyberpunk" SF writers are a small group of mostly college-educated
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white litterateurs, without conspicuous criminal records, scattered
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throughout the US and Canada. Only one, Rudy Rucker, a professor of
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computer science in Silicon Valley, would rank with even the humblest
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computer hacker. However, these writers all own computers and take an
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intense, public, and somewhat morbid interest in the social
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ramifications of the information industry. Despite their small numbers,
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the "cyberpunk" writers all know one another, and are linked by antique
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print-medium publications with unlikely names like Science Fiction Eye,
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Isaac Asimov's Science Fiction Magazine, Omni and Interzone.
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PLAYER SIX: The Civil Libertarians.
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This small but rapidly growing group consists of heavily politicized
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computer enthusiasts and heavily cyberneticized political activists: a
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mix of wealthy high-tech entrepreneurs, veteran West Coast troublemaking
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hippies, touchy journalists, and toney East Coast civil rights lawyers.
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They are all getting to know one another.
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We now return to our story. By 1988, law enforcement officials, led by
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contrite teenage informants, had thoroughly permeated the world of
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underground bulletin boards, and were alertly prowling the nets
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compiling dossiers on wrongdoers. While most bulletin board systems are
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utterly harmless, some few had matured into alarming reservoirs of
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forbidden knowledge. One such was BLACK ICE - PRIVATE, located
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"somewhere in the 607 area code," frequented by members of the "Legion
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of Doom" and notorious even among hackers for the violence of its
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rhetoric, which discussed sabotage of phone-lines, drug- manufacturing
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techniques, and the assembly of home-made bombs, as well as a plethora
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of rules-of-thumb for penetrating computer security.
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Of course, the mere discussion of these notions is not illegal - many
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cyberpunk SF stories positively dote on such ideas, as do hundreds of
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spy epics, techno-thrillers and adventure novels. It was no coincidence
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that "ICE," or "Intrusion Countermeasures Electronics," was a term
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invented by cyberpunk writer Tom Maddox, and "BLACK ICE," or a
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computer-defense that fries the brain of the unwary trespasser, was a
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coinage of William Gibson.
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A reference manual from the US National Institute of Justice, Dedicated
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Computer Crime Units by J. Thomas McEwen, suggests that federal
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attitudes toward bulletin-board systems are ambivalent at best:
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"There are several examples of how bulletin boards have been used in
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support of criminal activities.... (B)ulletin boards were used to relay
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illegally obtained access codes into computer service companies.
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Pedophiles have been known to leave suggestive messages on bulletin
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boards, and other sexually oriented messages have been found on bulletin
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boards. Members of cults and sects have also communicated through
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bulletin boards. While the storing of information on bulletin boards
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may not be illegal, the use of bulletin boards has certainly advanced
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many illegal activities."
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Here is a troubling concept indeed: invisible electronic pornography, to
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be printed out at home and read by sects and cults. It makes a mockery
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of the traditional law-enforcement techniques concerning the publication
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and prosecution of smut. In fact, the prospect of large numbers of
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antisocial conspirators, congregating in cyberspace without official
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oversight of any kind, is enough to trouble the sleep of anyone charged
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with maintaining public order.
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Even the sternest free-speech advocate will likely do some
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headscratching at the prospect of digitized "anarchy files" teaching
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lock-picking, pipe-bombing, martial arts techniques, and highly
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unorthodox uses for shotgun shells, especially when these neat-o
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temptations are distributed freely to any teen (or pre-teen) with a
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modem.
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These may be largely conjectural problems at present, but the use of
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bulletin boards to foment hacker mischief is real. Worse yet, the
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bulletin boards themselves are linked, sharing their audience and
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spreading the wicked knowledge of security flaws in the phone network,
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and in a wide variety of academic, corporate and governmental computer
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systems.
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This strength of the hackers is also a weakness, however. If the boards
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are monitored by alert informants and/or officers, the whole wicked
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tangle can be seized all along its extended electronic vine, rather like
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harvesting pumpkins.
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The war against hackers, including the "Cyberpunk Bust," was primarily a
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war against hacker bulletin boards. It was, first and foremost, an
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attack against the enemy's means of information.
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This basic strategic insight supplied the tactics for the crackdown of
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1990. The variant groups in the national subculture of cyber-law would
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be kept apprised, persuaded to action, and diplomatically martialled
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into effective strike position. Then, in a burst of energy and a
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glorious blaze of publicity, the whole nest of scofflaws would be
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wrenched up root and branch. Hopefully, the damage would be permanent;
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if not, the swarming wretches would at least keep their heads down.
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"Operation Sundevil," the Phoenix-inspired crackdown of May 8,1990,
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concentrated on telephone code-fraud and credit-card abuse, and followed
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this seizure plan with some success. Boards went down all over America,
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terrifying the underground and swiftly depriving them of at least some
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of their criminal instruments. It also saddled analysts with some
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24,000 floppy disks, and confronted harried Justice Department
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prosecutors with the daunting challenge of a gigantic nationwide hacker
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show-trial involving highly technical issues in dozens of jurisdictions.
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As of July 1991, it must be questioned whether the climate is right for
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an action of this sort, especially since several of the most promising
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prosecutees have already been jailed on other charges.
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"Sundevil" aroused many dicey legal and constitutional questions, but at
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least its organizers were spared the spectacle of seizure victims loudly
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proclaiming their innocence - (if one excepts Bruce Esquibel, sysop of
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"Dr. Ripco," an anarchist board in Chicago).
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The activities of March 1, 1990, including the Jackson case, were the
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inspiration of the Chicago-based Computer Fraud and Abuse Task Force.
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At telco urging, the Chicago group were pursuing the purportedly vital
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"E911 document" with headlong energy. As legal evidence, this Bell
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South document was to prove a very weak reed in the Craig Neidorf trial,
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which ended in a humiliating dismissal and a triumph for Neidorf. As of
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March 1990, however, this purloined data-file seemed a red-hot chunk of
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contraband, and the decision was made to track it down wherever it might
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have gone, and to shut down any board that had touched it - or even come
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close to it.
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In the meantime, however - early 1990 - Mr. Loyd Blankenship, an
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employee of Steve Jackson Games, an accomplished hacker, and a sometime
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member and file-writer for the Legion of Doom, was contemplating a
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"cyberpunk" simulation-module for the flourishing GURPS gaming-system.
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The time seemed ripe for such a product, which had already been proven
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in the marketplace. The first games-company out of the gate, with a
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product boldly called "Cyberpunk" in defiance of possible
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infringement-of-copyright suits, had been an upstart group called R.
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Talsorian. Talsorian's "Cyberpunk" was a fairly decent game, but the
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mechanics of the simulation system sucked. But the game sold like crazy.
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The next "cyberpunk" game had been the even more successful "Shadowrun"
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by FASA Corporation. The mechanics of this game were fine, but the
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scenario was rendered moronic by lame fantasy elements like orcs,
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dwarves, trolls, magicians, and dragons - all highly ideologically
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incorrect, according to the hard-edged, high-tech standards of cyberpunk
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science fiction. No true cyberpunk fan could play this game without
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vomiting, despite FASA's nifty T-shirts and street-samurai lead
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figurines.
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Lured by the scent of money, other game companies were champing at the
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bit. Blankenship reasoned that the time had come for a real "Cyberpunk"
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gaming-book - one that the princes of computer-mischief in the Legion of
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Doom could play without laughing themselves sick. This book, GURPS
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Cyberpunk, would reek of on-line authenticity.
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Hot discussion soon raged on the Steve Jackson Games electronic bulletin
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board, the "Illuminati BBS." This board was named after a bestselling
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SJG card-game, involving antisocial sects and cults who war covertly for
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the domination of the world. Gamers and hackers alike loved this board,
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with its meticulously detailed discussions of pastimes like SJG's "Car
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Wars," in which souped-up armored hot-rods with rocket-launchers and
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heavy machine-guns do battle on the American highways of the future.
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While working, with considerable creative success, for SJG, Blankenship
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himself was running his own computer bulletin board, "The Phoenix
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Project," from his house. It had been ages - months, anyway - since
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Blankenship, an increasingly sedate husband and author, had last entered
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a public phone-booth without a supply of pocket-change. However, his
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intellectual interest in computer-security remained intense. He was
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pleased to notice the presence on "Phoenix" of Henry Kluepfel, a
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phone-company security professional for Bellcore. Such contacts were
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risky for telco employees; at least one such gentleman who reached out
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to the hacker underground has been accused of divided loyalties and
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summarily fired. Kluepfel, on the other hand, was bravely engaging in
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friendly banter with heavy-dude hackers and eager telephone-wannabes.
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Blankenship did nothing to spook him away, and Kluepfel, for his part,
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passed dark warnings about "Phoenix Project" to the Chicago group.
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"Phoenix Project" glowed with the radioactive presence of the E911
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document, passed there in a copy of Craig Neidorf's electronic hacker
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fan-magazine, Phrack.
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"Illuminati" was prominently mentioned on the Phoenix Project. Phoenix
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users were urged to visit Illuminati, to discuss the upcoming
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"cyberpunk" game and possibly lend their expertise. It was also frankly
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hoped that they would spend some money on SJG games.
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Illuminati and Phoenix had become two ripe pumpkins on the criminal vine.
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Hacker busts were nothing new. They had always been problematic for the
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authorities. The offenders were generally high-IQ white juveniles with
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no criminal record. Public sympathy for the phone companies was limited
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at best. Trials often ended in puzzled dismissals or a slap on the wrist.
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Through long experience, law enforcement had come up with an unorthodox
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but workable tactic. This was to avoid any trial at all, or even an
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arrest. Instead, somber teams of grim police would swoop upon the
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teenage suspect's home and box up his computer as "evidence." If he was
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a good boy, and promised contritely to stay out of trouble forthwith,
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the highly expensive equipment might be returned to him in short order.
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If he was a hard-case, though, his toys could stay boxed-up and locked
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away for a couple of years.
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The busts in Austin were an intensification of this tried-and-true
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technique. There were adults involved in this case, though, reeking of
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a hardened bad attitude. The supposed threat to the 911 system,
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apparently posed by the E911 document, had nerved law enforcement to
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extraordinary effort. The 911 system is the emergency system used by
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the police themselves. Any threat to it was a direct, insolent hacker
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menace to the electronic home turf of American law enforcement.
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Had Steve Jackson been arrested and directly accused of a plot to
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destroy the 911 system, the resultant embarrassment would likely have
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been sharp, but brief. The Chicago group, instead, chose total
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operational security. They may have suspected that their search for
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E911, once publicized, would cause that "dangerous" document to spread
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like wildfire throughout the underground. Instead, they allowed the
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impression to spread that they had raided Steve Jackson to stop the
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publication of a book: GURPS Cyberpunk. This was a grave public-
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relations blunder which caused the darkest fears and suspicions to
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spread - not in the hacker underground, but among the general public.
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On March 1, 1990, 21-year-old hacker Chris Goggans (aka "Erik Bloodaxe")
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was wakened by a police revolver levelled at his head. He watched,
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jittery, as Secret Service agents appropriated his 300 baud terminal
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and, rifling his files, discovered his treasured source-code for the
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notorious Internet Worm. Goggans, a co-sysop of "Phoenix Project" and a
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wily operator, had suspected that something of the like might be coming.
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All his best equipment had been hidden away elsewhere. They took his
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phone, though, and considered hauling away his hefty arcade-style
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Pac-Man game, before deciding that it was simply too heavy. Goggans was
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not arrested. To date, he has never been charged with a crime. The
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police still have what they took, though.
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Blankenship was less wary. He had shut down "Phoenix" as rumors reached
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him of a crackdown coming. Still, a dawn raid rousted him and his wife
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from bed in their underwear, and six Secret Service agents, accompanied
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by a bemused Austin cop and a corporate security agent from Bellcore,
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made a rich haul. Off went the works, into the agents' white Chevrolet
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minivan: an IBM PC-AT clone with and a 120-meg hard disk; a
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Hewlett-Packard LaserJet II printer; a completely legitimate and highly
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expensive SCO-Xenix 286 operating system; Pagemaker disks and
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documentation; the Microsoft Word word-processing program; Mrs.
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Blankenship's incomplete academic thesis stored on disk; and the
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couple's telephone. All this property remains in police custody today.
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The agents then bundled Blankenship into a car and it was off the Steve
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Jackson Games in the bleak light of dawn. The fact that this was a
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business headquarters, and not a private residence, did not deter the
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agents. It was still early; no one was at work yet. The agents
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prepared to break down the door, until Blankenship offered his key.
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The exact details of the next events are unclear. The agents would not
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let anyone else into the building. Their search warrant, when produced,
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was unsigned. Apparently they breakfasted from "Whataburger," as the
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litter from hamburgers was later found inside. They also extensively
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sampled a bag of jellybeans kept by an SJG employee. Someone tore a
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"Dukakis for President" sticker from the wall.
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SJG employees, diligently showing up for the day's work, were met at the
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door. They watched in astonishment as agents wielding crowbars and
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screwdrivers emerged with captive machines. The agents wore blue nylon
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windbreakers with "SECRET SERVICE" stencilled across the back, with
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running-shoes and jeans. Confiscating computers can be heavy physical work.
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No one at Steve Jackson Games was arrested. No one was accused of any
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crime. There were no charges filed. Everything appropriated was
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officially kept as "evidence" of crimes never specified. Steve Jackson
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will not face a conspiracy trial over the contents of his
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science-fiction gaming book. On the contrary, the raid's organizers
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have been accused of grave misdeeds in a civil suit filed by EFF, and if
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there is any trial over GURPS Cyberpunk it seems likely to be theirs.
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The day after the raid, Steve Jackson visited the local Secret Service
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headquarters with a lawyer in tow. There was trouble over GURPS
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Cyberpunk, which had been discovered on the hard-disk of a seized
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machine. GURPS Cyberpunk, alleged a Secret Service agent to astonished
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businessman Steve Jackson, was "a manual for computer crime."
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"It's science fiction," Jackson said.
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"No, this is real." This statement was repeated several times, by
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several agents. This is not a fantasy, no, this is real. Jackson's
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ominously "accurate" game had passed from pure, obscure, small-scale
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fantasy into the impure, highly publicized, large-scale fantasy of the
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hacker crackdown. No mention was made of the real reason for the
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search, the E911 document. Indeed, this fact was not discovered until
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the Jackson search-warrant was unsealed months later. Jackson was left
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to believe that his board had been seized because he intended to publish
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a science fiction book that law enforcement considered too dangerous to
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see print. This misconception was repeated again and again, for months,
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to an ever-widening audience. The effect of this statement on the
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science fiction community was, to say the least, striking.
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GURPS Cyberpunk, now published and available from Steve Jackson Games
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(Box 18957, Austin, Texas 78760), does discuss some of the commonplaces
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of computer-hacking, such as searching through trash for useful clues,
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or snitching passwords by boldly lying to gullible users. Reading it
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won't make you a hacker, any more than reading Spycatcher will make you
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an agent of MI5. Still, this bold insistence by the Secret Service on
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its authenticity has made GURPS Cyberpunk the Satanic Verses of
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simulation gaming, and has made Steve Jackson the first
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martyr-to-the-cause for the computer world's civil libertarians.
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From the beginning, Steve Jackson declared that he had committed no
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crime, and had nothing to hide. Few believed him, for it seemed
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incredible that such a tremendous effort by the government would be
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spent on someone entirely innocent.
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Surely there were a few stolen long-distance codes in "Illuminati," a
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swiped credit-card number or two - something. Those who rallied to the
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defense of Jackson were publicly warned that they would be caught with
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egg on their face when the real truth came out, "later." But "later"
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came and went. The fact is that Jackson was innocent of any crime.
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There was no case against him; his activities were entirely legal. He
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had simply been consorting with the wrong sort of people.
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In fact he was the wrong sort of people. His attitude stank. He showed
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no contrition; he scoffed at authority; he gave aid and comfort to the
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enemy; he was trouble. Steve Jackson comes from subcultures - gaming,
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science fiction - that have always smelled to high heaven of troubling
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weirdness and deep-dyed unorthodoxy. He was important enough to attract
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repression, but not important enough, apparently, to deserve a straight
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answer from those who had raided his property and destroyed his
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livelihood.
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The American law-enforcement community lacks the manpower and resources to
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prosecute hackers successfully on the merits of the cases against them.
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The cyber-police to date have settled instead for a cheap "hack" of the
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legal system: a quasi-legal tactic of seizure and "deterrence." Humiliate
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and harass a few ringleaders, the philosophy goes, and the rest will fall
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into line. After all, most hackers are just kids. The few grown-ups among
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them are sociopathic geeks, not real players in the political and legal
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game. In the final analysis, a small company like Jackson's lacks the
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resources to make any real trouble for the Secret Service.
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But Jackson, with his conspiracy-obsessed bulletin board and his seedy
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SF-fan computer-freak employees, is not "just a kid." He is a publisher,
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and he was battered by the police in the full light of national publicity,
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under the shocked gaze of journalists, gaming fans, libertarian activists
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and millionaire computer entrepreneurs, many of whom were not "deterred,"
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but genuinely aghast.
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"What," reasons the author, "is to prevent the Secret Service from carting
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off my word-processor as 'evidence' of some non-existent crime?"
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"What would I do," thinks the small-press owner, "if someone took my
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laser-printer?"
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Hence the establishment of the Electronic Frontier Foundation.
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Steve Jackson was provided with a high-powered lawyer specializing in
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Constitutional freedom-of-the-press issues. Faced with this, a markedly
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un-contrite Secret Service returned Jackson's machinery, after months of
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delay - some of it broken, with valuable data lost. Jackson sustained many
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thousands of dollars in business losses, from failure to meet deadlines and
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loss of computer-assisted production.
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Half the employees of Steve Jackson Games were sorrowfully laid-off. Some
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had been with the company for years - not statistics, these people, not
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"hackers" of any stripe, but bystanders, citizens, deprived of their
|
|
livelihoods by the zealousness of the March 1 seizure. Some have since
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been re-hired - perhaps all will be, if Jackson can pull his company out of
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|
its now persistent financial hole. Devastated by the raid, the company
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would surely have collapsed in short order - but SJG's distributors,
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touched by the company's plight and feeling some natural subcultural
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|
solidarity, advanced him money to scrape along.
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In retrospect, it is hard to see much good for anyone at all in the
|
|
activities of March 1. Perhaps the Jackson case has served as a warning
|
|
light for trouble in our legal system; but that's not much recompense for
|
|
Jackson himself. His own unsought fame may be helpful, but it doesn't do
|
|
much for his unemployed co-workers. In the meantime, "hackers" have been
|
|
demonized as a national threat. "Cyberpunk," a literary term, has become a
|
|
synonym for computer criminal. The cyber-police have leapt where angels
|
|
fear to tread. And the phone companies have badly overstated their case
|
|
and deeply embarrassed their protectors.
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|
Sixteen months later, Steve Jackson suspects he may yet pull through.
|
|
Illuminati is still on-line. GURPS Cyberpunk, while it failed to match
|
|
Satanic Verses, sold fairly briskly. And Steve Jackson Games headquarters,
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|
the site of the raid, was the site of a Cyberspace Weenie Roast to launch
|
|
an Austin Chapter of The Electronic Frontier Foundation.
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