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Rose X's current project, a feature-length video called Strange Attractor emerges out of their interest in the relationship of technology to organic interdimensional consciousness. In the story, a reversal of the Adam and Eve myth, Rose is a "strange attractor" – a person who, through lucid dreaming, can access the vast network of artificial environments normally entered through computers or virtual reality. On one of her journeys into cyberspace, she befriends another strange attractor – a young man who has gotten lost in the consensual hallucination. Her task is to rescue this lost soul by getting him to experience his body – through virtual sex – or his spirit – by getting him to eat a psychoactive apple. On the way, she is helped by an interdimensional sect who use organic methods to access Cyberia, and thwarted by an evil race of authorities, who hope to curd interdimensional travel and trap the human race forever in its earthly, single-dimensional reality.

The battle is typically cyberpunk, but here the forces of chaos are the good guys, and those who put a lid on interdimensional travel are the bad guys. The good guys are true cyberians, who use ancient techniques, psychedelics, and computers in a nondiscriminatory cybersampling of whatever works. Britt and Ken believe Eve was right, and that had Adam followed his own impulses rather than God's orders, everything would have been okay.

Unlike earlier voyagers like Burroughs, Britt embraces the ambiguous impulses that can feel so unsettling:

""Westerners tend to try to suppress them and ignore them, probably out of fear of insanity. If there are voices or beings in your mind that you don't seem to have any control over – that can be a terrifying prospect.''

Similarly, rather than be afraid of technology's influence over them, they lovingly embrace their machinery as an equal partner in the race toward hyperspace. The printed, ''official'' version of Britt and Ken's psychedelic and technological agenda equates the experience of drugs with the promise of technology and the lost art of ecstasy:

Strange but efficient organic forms appearing and disappearing resemble visions before sleep when two worlds touch. This is computer video signal compression. Like peyote, like psilocybin, silicon has songs to sing, stories to tell you won't hear anywhere else.''

Likewise, the Rose X company is true to cyberian ideals of tribal, open interaction – new garage-band ethic based on pooling resources and hacking what's out there. Britt trained herself on the Amiga Video Toaster after she convinced her employer to buy one. Ken bought his with money from an NEA grant. But even without elaborate social hacking, the Video Toaster's low cost makes it as available now as a guitar and amplifier were in the sixties. The device links the personal computer to the television, giving the viewing public its first opportunity to talk back to the screen. Britt explains enthusiastically: ''Look how many bands got formed since the Beatles.''

Low-cost guerrilla production techniques have also led artists toward the cut-and-paste aesthetic. No longer concerned with making things look ''real,'' videographers like Ken and Britt do most of their work in postproduction, manipulating images they shoot or scrounge. Like house music recording artists, their techniques involve sampling, overlaying, and dubbing. Ken is proud that his work never tries to imitate a physical reality and is especially critical of filmmakers who waste precious resources on costly special effects. Video art in Cyberia is cut-and-paste impressionism. Just as comic-book artists include television images or even wires and blood in their cells, videographers include pictures of the Iraq bombings, virtual reality scenes, and even old sitcoms.

"We're much more like a cyberpunk comic book. We don't want it to look like it takes place in a natural setting. We want it to all be self-contained in a conceptual space that's primarily videographic – like virtual reality. It'll be the reality of the imagination. We've quit trying to mimic reality; we try to mimic our imagination, which is the root of all reality anyway.''

Again, the final stage in the development of a cyberian genre is the designer being, mated both with technology and with psychedelics in the hope of creating a new territory for human consciousness. But what the designers of the new literary milieu may not realize is that around the world, thirsty young minds absorb these ideas and attempt to put them into effect in their own lives. The fully evolved cyberian artists aren't making any art at all. They're living it.

Chapter 15

Playing Roles

Ron Post, aka Nick Walker, is a gamemaster and aikido instructor from suburban New Jersey. In his world, fantasy and reality are in constant flux. Having fully accepted ontological relativism as a principle of existence, Ron and his posse of ''gamers'' live the way they play, and play as a way of life. It's not that life is just a game, but that gaming is as good a model as any for developing the skills necessary to journey successfully through the experience of reality. It is a constant reminder that the rules are not fixed and that those who recognize this fact have the best time. Ron, his "adopted'' brother Russel (they named themselves after the comic-book characters Ron and Russel Post), and about a dozen other twenty-something-year-olds gather each week at Ron's house to play fantasy role-playing games. Like the psychedelic trips of the most dedicated shamanic warriors, these games are not mere entertainment. They are advanced training exercises for cyberian warriors.

Fantasy role playing games, unlike traditional board games, are unstructured and nonlinear. There is no clear path to follow. Instead, the game works like an acting exercise, where the players improvise the story as they go along. There is no way to ''win'' because the only object is to create, with the other players, the best story possible. Still, players must keep their characters alive, and having fun often means getting into trouble and then trying to get out again.

Ron's game is based in GURPS, the Generic Universal Role Playing System, by Steve Jackson; it is a basic set of numerical and dice-roll rules governing the play of fantasy games. In addition, Jackson has provided ''modules,'' which are specific guidelines for gaming in different worlds. These modules specify realistic rules for play in worlds dominated by magic, combat, high-tech, even cyberpunk – ''module that depicts the future of computer hacking so convincingly that the U.S. Secret Service seized it from Jackson's office believing it was a dangerous, subversive document.

I meet Ron and Russel at Ron's house, which is next to the train overpass in South New Brunswick. It's the kind of day where everyone blames the sweltering heat on the greenhouse effect – too many weather records are being broken for too many days straight. The gamers sit on the front steps of Ron's house with their shirts off, except for the two girls. The group defies the stereotypically nerdy image of role players – this is an attractive bunch; they don't need gaming just to have a group of friends. Ron smiles and shakes my hand. His build is slight but well defined, which I imagine is due to hours of aikido practice. His hard-edged, pointy face and almost sinister voice counterbalance his quirky friendliness. He laughs at the cookies and wine I've brought as an offering of sorts, recognizing the gesture as one of unnecessary respect. He hands off the gifts to one of the other gamers, and as several begin to devour the food (these are not wealthy kids), Ron takes me upstairs to his room.

On his drafting table are the map and documents for Amarantis, the game Ron spent about a year designing for his group to play. It's a world with a story as complex as any novel or trilogy – but one that will be experienced by only about a dozen kids. Amarantis is a continent that floats interdimensionally – that is, the land mass at its eastern coast changes over time. It could be one civilization one year and a completely different one the next. The western coast of the continent is called the ''edge.'' It's a sharp drop into no one knows what – not even Ron, the creator of this world. He'll decide what's there if anyone ventures out over it. The "tech level'' of this world is relatively low – crossbows are about as advanced as the weaponry gets, but there is magic. The power and accuracy of magic on Amarantis fluctuate with what Ron calls the ''weather,'' which refers not to atmospheric conditions but to the magical climate. The world is of particular interest to the IDC (the InterDimensional Council, which regulates such things), whose members recognize it as a nexus point for interdimensional mischief. Amarantis also has metaphorical influence over the rest of the fictional universe and even on other fantasy game worlds. What happens here – in a fractal way – is rippled out through the rest of that universe's time and space. If the IDC can maintain decorum here, they can maintain it throughout the cosmos.