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