Back Worlds Enough and Time
Chapters (90)
  1. Title Page
  2. Enter the SF Gateway …
  3. Contents
  4. Author Note
  5. PROLOGUE: TRANSCRIPT
  6. IDENTITIES
  7. YEAR 0.005
  8. EARTHWATCH
  9. A CHANCE TO DREAM
  10. MEETING OF MINDS
  11. GENESIS AND REVELATION
  12. GRAVE IMAGE
  13. THINGS THAT GO BUMP IN THE NIGHT
  14. MANEUVERING
  15. BIG SISTER
  16. THE POWER TO SOOTHE
  17. YEAR 1.00
  18. ABOUT TIME
  19. HAPPY NEW YEAR
  20. TORN BETWEEN TWO LOVERS
  21. FROM EACH ACCORDING TO HIS INCLINATIONS
  22. IN THE DEAD VAST AND MIDDLE OF THE NIGHT
  23. OPTIONS
  24. DRIFTING
  25. DIVIDE AND MULTIPLY
  26. DIONYSUS MEETS GODZILLA
  27. 10
  28. DIDN’T SHE RAMBLE?
  29. YEAR 1.33
  30. LONG-RANGE PLANS
  31. NEW BEGINNINGS
  32. UNTIMELY PLUCKED
  33. BLUES
  34. YEAR 1.88
  35. LABOR-SAVING DEVICE
  36. FROM THE CRADLE TO THE GRAVE TO THE CRADLE
  37. A MODEST PROPOSAL
  38. ADVICE TO THE LOVELORN
  39. ONE PART HARMONY
  40. TWO PARTS DISCORD
  41. YEAR 3.21
  42. LEAVINGS
  43. REMEMBRANCE OF THINGS PAST
  44. TRANSLATING
  45. YEAR 5.71
  46. WATERSHED, BLOODSHED
  47. NIGHT OF THE LIVING DEAD
  48. A WOMAN OF DISCRIMINATION
  49. THAT TIME OF YEAR THOU MAYE5T IN ME BEHOLD
  50. CATEGORIES
  51. YEAR 6.26
  52. AULD ACQUAINTANCE
  53. SOWING, REAPING
  54. TEMPERAMENT
  55. BAD SEED
  56. YEAR 8.36
  57. HUSBANDRY
  58. POPULATION EXPLOSION
  59. YEAR 9.88
  60. HOMECOMING
  61. THE BURDENS OF FAITH
  62. YEAR 11.07
  63. GROWING PAINS
  64. LONG-DISTANCE CALL
  65. FOUR NOVELS
  66. AGE 55
  67. IN DREAMS AWAKE
  68. UP TEMPO
  69. JUVENILIA
  70. POOL PARTY
  71. INTERIM REPORT
  72. CHANCES
  73. BE ALL THAT YOU CAN BE
  74. FINAL APPROACH
  75. AGE 56
  76. DAY ZERO
  77. FIRST CONTACT
  78. LETTER ‘HOME
  79. HOUSEKEEPING
  80. AGE 57
  81. SETTLING, UNSETTLING
  82. THE HUNT
  83. FINAL EXAM
  84. AGE 100
  85. Website
  86. Also by Joe Haldeman
  87. Dedication
  88. EPILOGUE
  89. Author Bio
  90. 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).