Tuesday, March 18, 2008

GWOTerrence?

NYT reports that the Pentagon is trying to implement the techniques of culture jammers in an effort to establish a new doctrine of reputational M.A.D. (i.e., Predator drones aren't working, so we might as well try to lob over some whuffie bombs):



U.S. Adapts Cold-War Idea to Fight Terrorists
By ERIC SCHMITT and THOM SHANKER
Published: March 18, 2008

...After piecing together a more nuanced portrait of terrorist organizations, [U.S. counterterrorism officials] say there is reason to believe that a combination of efforts could in fact establish something akin to the posture of deterrence, the strategy that helped protect the United States from a Soviet nuclear attack during the cold war.

Interviews with more than two dozen senior officials involved in the effort provided the outlines of previously unreported missions to mute Al Qaeda’s message, turn the jihadi movement’s own weaknesses against it and illuminate Al Qaeda’s errors whenever possible.

A primary focus has become cyberspace, which is the global safe haven of terrorist networks. To counter efforts by terrorists to plot attacks, raise money and recruit new members on the Internet, the government has mounted a secret campaign to plant bogus e-mail messages and Web site postings, with the intent to sow confusion, dissent and distrust among militant organizations, officials confirm.

...over the six and a half years since the Sept. 11 attacks, many terrorist leaders, including Osama bin Laden and his deputy, Ayman al-Zawahri, have successfully evaded capture, and American officials say they now recognize that threats to kill terrorist leaders may never be enough to keep America safe.

So American officials have spent the last several years trying to identify other types of “territory” that extremists hold dear, and they say they believe that one important aspect may be the terrorists’ reputation and credibility with Muslims.

Under this theory, if the seeds of doubt can be planted in the mind of Al Qaeda’s strategic leadership that an attack would be viewed as a shameful murder of innocents — or, even more effectively, that it would be an embarrassing failure — then the order may not be given, according to this new analysis.

Senior officials acknowledge that it is difficult to prove what role these new tactics and strategies have played in thwarting plots or deterring Al Qaeda from attacking. Senior officials say there have been several successes using the new approaches, but many involve highly classified technical programs, including the cyberoperations, that they declined to detail.

Sunday, March 9, 2008

Absent MEMORY

My father-in-law has died. There won't be an installment of MEMORY this week. Next week's pretty iffy as well. I'm just not in a place right now that allows for much writing.

Friday, March 7, 2008

Muad'Dib?



Barry or Hillary?

Kwisatz Haderach or Bene Gesserit?



You be the judge.

(With acknowledgments to cynical dystopian Lawrence Person.)


***

In other news, check out Louis Bayard's amusing interoffice memo from the in-house counsel at Erewhon Publishing, "Attention, all you memoir fabulists," suggesting some liability-avoiding corrections to well-known autobiographical works, e.g.:

'"Speak, Memory" by Vladimir Nabokov

'The author loses his first butterfly at Vyra, Russia, finds it again 40 years later in Colorado. Average life span for a butterfly is 20 to 40 days. Suggest changing "butterfly" to "giant tortoise."'

Thursday, March 6, 2008

The Cuban street finds its own uses



NYT: Cyber-Rebels in Cuba Defy State’s Limits

By JAMES C. McKINLEY Jr.
Published: March 6, 2008

HAVANA — A growing underground network of young people armed with computer memory sticks, digital cameras and clandestine Internet hookups has been mounting some challenges to the Cuban government in recent months, spreading news that the official state media try to suppress.

***

Yoani Sánchez, 32, and her husband, Reinaldo Escobar, 60, established Consenso desde Cuba, a Web site based in Germany. Ms. Sánchez has attracted a considerable following with her blog, Generación Y, in which she has artfully written gentle critiques of the government by describing her daily life in Cuba. Ms. Sánchez and her husband said they believed strongly in using their names with articles despite the possible political repercussions.

Because Ms. Sánchez, like most Cubans, can get online for only a few minutes at a time, she writes almost all her essays beforehand, then goes to the one Internet cafe, signs on, updates her Web site, copies some key pages that interest her and walks out with everything on a memory stick. Friends copy the information, and it passes from hand to hand. “It’s a solid underground,” she said. “The government cannot control the information.”

***

It is spread by readers like Ricardo, 28, a philosophy student at the University of Havana who sells memory sticks to other students. European friends buy blank flash drives, and others carry them into Cuba, where the drives available through normal channels are very expensive and scarce.

Like many young Cubans, Ricardo plays a game of cat and mouse with the authorities. He doubts that the government will ever let ordinary citizens have access to the Internet in their homes. “That’s far too dangerous,” he said. “Daddy State doesn’t want you to get informed, so it preventively keeps you from surfing.”

Wednesday, March 5, 2008

D & D & me



Gary Gygax is dead. Dig out your twelve-sided die and throw a roll in his honor.

Perhaps more than any other single person, we can credit Gygax as the revolutionary genius who liberated our daydreams, imaginations, and sense of wonder from the tyranny of copyright and the narrative Stonehenge of the idea of the author. A DIY dime-store deconstructionist who, with no more than a stubby pencil, white paper and a bag of dice, created an essentially simple system of play that empowered the transformation of each person's interior life into a never-ending narrative that plays out against the back of our foreheads more richly than any cinematic splendor.

Sometimes, of course, aided by 35mm hand-painted orcs and chaotic good half-elf warrior monks being tempted by a bluish flesh-toned succubus in the heart of a styrofoam dungeon labyrinth spread out across the dining table. Preferably from Ral Partha.



As a child of the Corn Belt, it gives me immense pleasure that this revolution of the mindscape was launched from a town in Wisconsin. Perhaps one has to have endured the topographic minimalism of more than a few Midwestern winters to appreciate what a victory it represented of imagination over consensus reality, to turn the confines of some old house with the wind chill battering the windows into an infinite world of mystery and adventure beyond the skills of any lone novelist.

I recall my own introduction to these secret realms as an adolescent boy in 1970s Des Moines. The woods behind my house led down to the floodplain of the Raccoon River and the old main street of West Des Moines, a galley of 19th century railroad town commercial storefronts now occupied by eclectic purveyors of specialty goods for which there was no real market. Not just the usual antique malls, but things like a model railroading emporium full of magnificent dioramas and a theatrical supply shop where 11-year-olds could buy awesomely horrific vinyl B-movie monster masks and 14-year-olds could buy fake beards and spirit gum in outrageously self-parodic efforts to look old enough to buy 3.2 beer.



Off to the side of one of these streets, through a little door and up a long dark flight of battered stairs nominally repaired with bent tin strips was a place called The Time Machine. It was operated by a magnificent fellow named Ivor Rogers, a prematurely Gandalfian college theater professor with a silver Van Dyke who filled out his old suits with big laughs and Porthosian vigor. Ivor sold three categories of stuff in the shop: comic books new and used, science fiction new and used (all the Kenneth Robeson-meets-James Bama you could fit in a room), and role playing games. For many of us, he showed us where to find the keys to our maturing imaginations.

Oftentimes when you arrived at The Time Machine, Ivor and one or more of his equally fascinating buddies would be playing a campaign on Ivor's desk, laughing in their Saturday afternoon noon zone of time suspended. Any open-minded visitors were gregariously invited along, and I ended up spending my Saturday nights in middle school spelunking rich dungeons with a more colorful collection of geeks than a city of Midwestern actuaries should have ever been able to sustain.

Ivor died before Gary Gygax, and his wondrous business and others like them that flourished in the cultural interregnum of the 70s died before the 80s were out.

A few years back I wrote an odd little story that does some of the work of expressing the feeling of the gifts these musty wizards produced from their government surplus file cabinets.


A Brief History of Negative Space

Part I

The campaign began on a cold Saturday morning in 1973 over grilled cheese sandwiches and dark coffee in the breakfast nook of a furnished apartment on Brattleboro Avenue, near the old university. As elusive phalanxes of snow battered the storm windows, a hundred phantom divisions waged weeks of low-tech nuclear combat across the tabletop plains of Bavaria and Czechoslovakia. From the kitchen window where they sat, the generals could see a small black dog staring at them knowingly from the alley.

Two hours and fifteen minutes into the game, upon the expiration of his seventh turn, Ted removed his glasses to wipe them slowly with the worn cotton of his flannel shirt. The world went out of focus, followed by Ted's mind. Passing over the northeastern reaches of the Alps while one of his light artillery battalions marched like a diesel-powered Hannibal through a pass between Salzburg and Berchtesgarden, Ted considered his insular apartment as an unlikely analog to the "Eagle's Nest" of A.H.

The apartment was a map room, a metaphoric repository, the attic outpost from which Ted charted the coastlines of his reality. It was the laboratory in which he executed the project whose manifesto he had abstracted over a year earlier:

To establish the tangibility of negative space through cartographic delineation of its contours. Negative space: the Gnostic vacuum left uncovered by the busy fossils of human expression. The infinite universe of thoughts not yet articulated, things not yet said. The space between musical notes, the void between cinematic frames.

Brought back by the insistent klang of the radiator and the murmured Wagnerian hum of his companion, Ted looked across the table. Phil was slowly twirling a pencil in his beard. Occasionally he would scrawl a calculation on the back of his notebook, postulating scenarios to reverse the precarious status of the 12th New Rhodesian heavy infantry entrenched west of Pilzen.

Rattled by Ted's abstracted glare, Phil shifted his regard to the medallion hanging from his opponent's neck, a cryptic mandala of ambiguous origins. Perhaps, Phil considered, this head shop artifact was the talisman that had enabled Ted's remarkable escape from the oppressive reality of the Department and its psychic environs.

As Phil scrutinized Ted's enigmatic demeanor, the Argentine marines penetrated the Occidental forces' southwestern emplacements around Ravensburg. The Canadian and Icelandic airborne divisions broke out across the Bavarian lowlands, swiftly taking Augsburg, Stuttgart, Karlsruhe, and Ulm. Reinforced by neutron megatanks, they punched on toward the regional capital. But Phil's ingenious counterpunch to the west out of Innsbruck/Landshut cut off Ted's offensive vanguard (in less than two weeks—six movement turns, one strategic turn, about half an hour real time). Their nuclear batteries exhausted, the armies reached a stalemate amid the irradiated lakes south of Munich.

*

Leaving the board for the first time in three and a half hours, Ted got up to prepare a fresh pot of coffee. Standing at the small gas oven, he wandered into a movie still taped to the refrigerator and listened to the silent roar of the starship as it hurtled past a black sun.

The campaigns Ted waged across the kitchen table on Saturdays, and across his frontal lobe as he walked down Cottage Grove to the lunch counter for his daily meal, were not governed by "strategy," but by pure abstraction—the elaborate interplay of invisible armies of conception. The zones of battle arrayed around the breakfast nook in eight large leafs were devoid of boundaries, regulated by constantly evolving rules, host to campaigns without end whose purpose was not tactical but existential victory: to decode the hieroglyphic universes buried in the furrowed brow of the general.

Thus, Ted concluded, all games are solitaire. The real challenge became to develop a system of solitaire wherein he could both create a new cosmos and then explore it with his fictive minions as if it were entirely novel and uncharted. He wrestled with the problem for some time, unable to bear the aggravations of other people's dungeons. He tried the solitaire kits prepared by various professional game designers, and fiddled with his own prefabricated systems in which different rolls of the polyhedric dice led to different permutations of the world.

In time, those methods merged. Ted was able to establish a methodology of wargaming wherein the world created itself as the character/army roamed it. When the elfin monk Imrael trekked the broad circumference of the planet Qul, infinite hexagons of alien geography generated themselves before him as he re-imagined the continent. Subterranean catacombs staffed with uninvented monsters and littered with the flotsam of a million fantasy novels drew themselves out on reams of graph paper, as Imrael projected a fantastic construction crew of the mind before him. The self-perpetuating cities of the western coast populated their streets with extensive neighborhoods of non-player characters; each defined his or her own characteristics. As he looked around the room, Ted watched the planets materialize along innumerable vanishing points.

*

While the percolator bubbled, Phil lit a cigarette and took mental notes on the tandem blunders that had brought him so close to tactical oblivion.

Over coffee and a cleared game board, he and Ted broke silence to discuss possible topographical variations that would heighten the game's interest. They agreed on the establishment of new protocols to alter the landscape according to battle damage. In the future, Ted's hovercraft would land on beaches of glass.

*

Twilight asserted itself in time. The generals packed their cardboard armies away in neat stacks secured by orthodontic rubber bands, found their parkas, and traversed the deserted campus to catch an installment of the ongoing science fiction film festival. A double feature: Message from Tomorrow (malaise-ridden radio operator Tommy Kirk discovers troubling transmissions on an illegal wavelength) and Plutopia (a withered Keir Dullea as the lone occupant of an automated outpost on the ninth planet, biding the interminable years unto death after the homeworld has been decimated).

As lonely spacecraft rocketed lethargically toward the farthest star, Ted fingered his mutton chops ponderously and marked out the routes in colored chalk against the inside of his forehead.

*

Later, Ted stood at the front window and watched Phil pull away in his grey Volkswagen. Midnight ice revealed hexes newly manifested over the cracked asphalt. The familiar mongrel trotted across them, briefly illuminated by the headlights.

Exhausted, Ted sat in the armchair and drew on an elaborate homemade bong. Moog notes wandered out of the hi-fi and skipped slowly over the carpet, drowning the electric hum of the battered black-and-white Philco across the room. The otherwise soundless television was tuned to an apocalyptic late movie on translator channel 47. Plaster-of-Paris skyscrapers crumbled under a tidal wave compelled by lost gravity.

More here.



P.S. -- For the best tribute to Gary Gygax ever written, check out Paul La Farge's 2006 piece from the Believer, in which he and a buddy travel to Lake Geneva and manage to persuade the somewhat cranky master to lead them on a campaign.

Tuesday, March 4, 2008

MEMORY: 8

Previous


English cannon fire ripped the air. The choking smoke roiled across the marshy field. The icy, stinging rain came down in fits and starts. A hundred highlanders--maybe more--lay dead on the sodden ground, their ranks naked and exposed to the withering fire of the English guns. The erratic fire from the handful of Scottish cannon offered little cover for their own, and little threat to the English. And still they stood their ground, neither charging nor retreating.

Parric watched, dumbfounded. He'd heard tales of the battle over and over again, but until this moment, he hadn't realized that this "Bonnie Prince Charlie" Flavius went on about had intentionally lost. But that was the only explanation for the carnage he was witnessing, unless... The possibility that these highlanders were afflicted with a type of mass insanity had never occurred to him before, either, but it did explain a great many things about Flavius.

Parric hovered high above the battlefield, hidden inside a dimensional pocket. Watching. Waiting. Already he'd located seventeen Nexial gaps within a five mile radius. Granted, six of those were deep within the crust of the planet below him, but when it came right down to it, a gap was a gap.

Parric scanned the massed highlanders again, trying to spot Flavius. Parric had arrived earlier this time, hopefully early enough to avoid the moironteau entirely. The downside was that he didn't actually know where Flavius would be at this point. Past experience had demonstrated that a mortally wounded, near-death Flavius invariably proved more docile and far less likely to engage in any chopping off of wings, not to mention other, more negative, behaviors.

Parric perked up. Some signal had gone out--the massed highlanders seemed to tense, them let out a thunderous roar as one. The din was deafening. In fits and starts, they began their charge.

Parric knew what happened next. Knew where Flavius was going, where he'd be. Cautiously, Parric extended his antennae.

No sign of the moironteau.

That didn't mean it wasn't out there, lying in wait like some interdimensional trap door spider, ready to spring its trap.

There was no time like the present. Besides, if he got Flavius now, he wouldn't have to bother Crafting his wounds back together.

Parric uncoiled, slipping out of his shelter. Immediately gravity noticed him, asserting its hold. Deliberately, almost casually, Parric spread his double pair of wings. They vanished in a blur of motion. A moment before he struck the ground, Parric leveled off and shot toward the charging highlanders.

He reached them in an instant, plunging through banks of smoke and darting this way and that to avoid collision with any number of wildly screaming men. Ahead, Parric spotted Flavius.

Flavius MacDuff was unmistakable in his mud-splattered kilt, his red-brown hair and beard bedraggled and forlorn. In one hand he waved his old, notched sword and in the other he held his shield. He charged with the rest of the Scots, fighting to keep his footing as those on his left crowded into his rank to avoid a bog of standing water.

Parric was on him in an instant. Flavius turned a split second before Parric reached him, his eyes going wide before he was plucked from the ground like the day's berry harvest.

Parric snatched Flavius with his hindmost wings, wrapping him up and holding him immobile. Flavius spewed forth a flood of unintelligible curses, muffled by the constraining wings. Flavius' sword, fortunately, was also immobilized by Parric's grip.

"Stop fighting me, you idiot," Parric muttered as Flavius' thrashing made his flightpath weave drunkenly. "You're not liking falling, I guarantee!"

Parric banked right, making for the nearest Nexial gap. He began to Craft a Wedging, then abandoned the effort. The gap was already blocked. Quickly he pulled up, breaking away from the gap just as the moironteau appeared from out of nowhere. The moironteau's teeth slashed the air where Parric had been a moment earlier.

The moironteau lunged after Parric, crushing the charging highlanders underfoot. The monstrous apparition proved too much for the haggard Scots--the left flank faltered, then scattered. The moironteau took no notice of the humans. Instead, it flung itself after Parric, four of its footheads straining forward, mouths gaping.

Unlike their first encounter, Parric was ready. A subtle flick of his antennae Crafted prismatic distortions over the moironteau's multitude of eyes.

The results were as instantaneous as they were spectacular. Suddenly faced with visual dissonance as each eye processed light forty, ninety or one hundred and eighty degrees off its normal focal plane, the legs caromed wildly trying to reconcile what it saw with reality. It tripped, tumbled and crashed violently into the bog.

Parric allowed himself a private smile. Knowicent's background on the moironteau had proven accurate, after all. With that many simple eyes, it didn't take much Crafting at all to upset the creature's complex visual processing.

"Taking that back to your master," Parric shouted.

Parric made for the next closest gap, in the heart of the English line. The foot soldiers stared dumbfounded as Parric shot past overhead, the officers anchored in place, open mouthed. Quickly Parric began Crafting a Wedging for the looming gap, when unexpectedly the gap opened on its own.

A moironteau launched itself through the opening. Then another. And another.

Continued

Monday, March 3, 2008

Twilight Zone: Vol. 4

The fourth volume of the Twilight Zone DVD set doesn't have many episodes fondly remembered as classics. Actually, it doesn't have any. They're all workmanlike efforts--solid and entertaining if a little silly in places--but nothing that stands the test of time to make others nod and say "Ah, yes. I remember that one. Great episode!" when mentioned in conversation. That's not to say there's a lack of talent here--in fact, the impressive acting lineup almost reads like a 1960s Who's Who.

The first episode here, "Mr. Dingle, the Strong" (season 2, 1961), is the type of absurd Twilight Zone shtick that The Simpsons loves to lampoon with such gusto. Burgess Meredith is back, as a nebbish vacuum cleaner salesman who's put-upon quite often by burly gambler and barfly Don Rickles. When a gloriously ludicrous two-headed alien arrives and arbitrarily gives Meredith super-strength as "an experiment" the results are pretty much what one would expect in a melodramatic morality play. The kicker comes in the form of additional aliens, who grant the pathetic Meredith super-intelligence, with predictable results.

"A Passage for Trumpet" (season 1, 1960) brings back Jack Klugman for another go-round, this time as an alcoholic trumpet player desperate for one last gig, or one last drink, whichever comes first. After being struck by a truck in a half-hearted suicide attempt, Klugman finds that nobody can see him, and assumes himself dead. That is, until he encounters another trumpet player who gives him something of a low-rent version of the "It's a Wonderful Life" treatment. Up until the end of this encounter, I expected it to turn into some sort of deal-with-the-devil riff. That's not exactly how things turned out. The final resolution fell somewhat flat, not worthy of the broad set-up, although Klugman did manage to give his character an air of convincing desperation.

"Two" (season 3, 1961) is an interesting episode, in that it was an ambitious post-apocalyptic tale about trying to rediscover one's inherent humanity after continuous war has killed it off. A young Charles Bronson is a soldier trying to survive in the abandoned ruins of a city, and a young (and brunette!) Elizabeth Montgomery is a soldier from the "other side" attempting the same thing. There's a quaint innocence running throughout this episode--a sort of "Ozzie and Harriet visit the apocalypse"--that couldn't possibly exist post-"Mad Max" or even post-"Saving Private Ryan." Bronson talks too much, Montgomery too little (although she does fire a mean laser rifle) and the viewer has to wonder how many cans of pre-cooked fried chicken one can reasonably expect to find in a post-apocalyptic ruin. But in the end, I can't help but root for those two crazy kids to make a go of it amid all the radiation mutants and killer robots no doubt lurking just outside of camera range: Hey, it's Charles Bronson and Elizabeth Montgomery, after all.

The final episode of the disc, "The Four of Us Are Dying" (season 1, 1960), is the one most resembling an episode of The X-Files (interestingly enough, since that show was so often compared to The Twilight Zone during its run). Ross Martin, best-known for his work as Artemus Gordon on The Wild, Wild West plays one persona of a man who can alter his looks at will to mimic any other human being. The X-Files episode "Small Potatoes," in particular, seems directly inspired by this one, in which a shape-shifting con artist assumes the identities of four other people for petty gain, and in the end, winds up dead for his efforts. The narrative is pretty linear, but there's little substance to the story. These measures of revenge and lives the main character assumes have little meaning for the viewer, because the backstory and connections are all missing. Were the setup fleshed out, perhaps, in some sort of surreal noir motion picture clocking in at 2 hours or so, that might make for compelling viewing. As it is, the half-hour format gives us just the conclusion without any of the setup that would make the viewers care one way or the other.