Chapters (90)
- Title Page
- Enter the SF Gateway …
- Contents
- Author Note
- PROLOGUE: TRANSCRIPT
- IDENTITIES
- YEAR 0.005
- EARTHWATCH
- A CHANCE TO DREAM
- MEETING OF MINDS
- GENESIS AND REVELATION
- GRAVE IMAGE
- THINGS THAT GO BUMP IN THE NIGHT
- MANEUVERING
- BIG SISTER
- THE POWER TO SOOTHE
- YEAR 1.00
- ABOUT TIME
- HAPPY NEW YEAR
- TORN BETWEEN TWO LOVERS
- FROM EACH ACCORDING TO HIS INCLINATIONS
- IN THE DEAD VAST AND MIDDLE OF THE NIGHT
- OPTIONS
- DRIFTING
- DIVIDE AND MULTIPLY
- DIONYSUS MEETS GODZILLA
- 10
- DIDN’T SHE RAMBLE?
- YEAR 1.33
- LONG-RANGE PLANS
- NEW BEGINNINGS
- UNTIMELY PLUCKED
- BLUES
- YEAR 1.88
- LABOR-SAVING DEVICE
- FROM THE CRADLE TO THE GRAVE TO THE CRADLE
- A MODEST PROPOSAL
- ADVICE TO THE LOVELORN
- ONE PART HARMONY
- TWO PARTS DISCORD
- YEAR 3.21
- LEAVINGS
- REMEMBRANCE OF THINGS PAST
- TRANSLATING
- YEAR 5.71
- WATERSHED, BLOODSHED
- NIGHT OF THE LIVING DEAD
- A WOMAN OF DISCRIMINATION
- THAT TIME OF YEAR THOU MAYE5T IN ME BEHOLD
- CATEGORIES
- YEAR 6.26
- AULD ACQUAINTANCE
- SOWING, REAPING
- TEMPERAMENT
- BAD SEED
- YEAR 8.36
- HUSBANDRY
- POPULATION EXPLOSION
- YEAR 9.88
- HOMECOMING
- THE BURDENS OF FAITH
- YEAR 11.07
- GROWING PAINS
- LONG-DISTANCE CALL
- FOUR NOVELS
- AGE 55
- IN DREAMS AWAKE
- UP TEMPO
- JUVENILIA
- POOL PARTY
- INTERIM REPORT
- CHANCES
- BE ALL THAT YOU CAN BE
- FINAL APPROACH
- AGE 56
- DAY ZERO
- FIRST CONTACT
- LETTER ‘HOME
- HOUSEKEEPING
- AGE 57
- SETTLING, UNSETTLING
- THE HUNT
- FINAL EXAM
- AGE 100
- Website
- Also by Joe Haldeman
- Dedication
- EPILOGUE
- Author Bio
- Copyright
Well, the rigors of composition seem to have sobered and tired me enough for sleep. Fold up the keyboard and unfold the cot. If the gravity gives me trouble I can always rejoin the hamster pile upstairs.
A CHANCE TO DREAM
PRIME
O’Hara and her staff of twenty-six had more than a thousand diversions to offer Newhome’s population. Most of the activities required very little in the way of administration other than keeping track of what went where: If you wanted to play chess, you went to the Game Room door and a person of adequate intelligence would figure out what day it would be one week hence, and loan you a set until then. If you didn’t bring it back in a week, you would be called automatically every hour until you did bring it back—and it better not be missing a pawn; there was no way to send for a replacement. (On the other hand, the piece was bound to be somewhere. If someone had accidentally or perversely thrown it away, the recycler would identify it and buzz Entertainment.)
Some activities were more complicated because they required people or equipment primarily assigned to other departments. Religion had a claim on yoga, hamblin, and t’ai chi, but O’Hara’s people also offered them, in a neutral secular context. Education had a hand in music, drama, and gymnastics. Communication was involved with social networking, and possibly New New Liaison as well, if your friend had stayed behind.
By far the most complicated was the Escape Room, a room with ten VR, virtual reality, installations. Every adult accumulated one minute per day of time on these machines. Five minutes was the minimum; some people wanted to come in every five days for a quick blast. Others saved up sixty days for the maximum hour of dream tripping. Some people wanted to come in wit friends and be wired in parallel, simultaneously wandering through an imaginary or remembered world.
Children were allowed to use certain game programs, and restricted travelogues that were really only an elaborate form of interactive cube. Usually nine at a time would visit some earthly locale, along with a teacher, to answer questions.
It was a scheduling nightmare, but that was only the beginning. VR was a powerful drug to some people, and had to be administered with care. Everyone had been carefully tested in New New at the age of eighteen, or would be examined at that age aboard ship. Some people would be disallowed the random abstraction or feedback modes, either of which could be terrifying. Others were cut off at ten or fifteen minutes because they were particularly susceptible to the machine’s effects: staying in too long could put them in a “VR loop,” a vegetative state that was usually irreversible (though some people who had recovered from it wanted to dive right back in).