2 Warps to Neptune is an attempt to document the experiences, ideas, and artifacts—the entire cultural and physical landscape, really—that defined a generation of kids in the ’70s and ’80s. My focus is on how a confluence of cultural forces—Star Wars and the resulting sci-fi boom, D&D and the fantasy boom, the evolution of the comic book industry, the video game and personal computer revolutions—gave rise to the original geek.
My thesis is that geek culture, as it’s called today, was largely inherited from the anti-establishment youth of the 1960s, whose discontent with the world as it stood led to an embrace of speculative fantasies such as The Lord of the Rings, Star Trek, 2001: A Space Odyssey, and the works of H.P. Lovecraft. There was also a general advance (or retreat) into psychedelics and the occult at the same time. With all of that in mind, I talk quite a bit about the artists, publishers, and personalities who acted as a kind of conduit through which kids of the ’70s and ’80s were exposed to the styles and attitudes of the counterculture ’60s.
2 Warps to Neptune is currently on hiatus. Please check out my new project, We Are the Mutants.
You can reach me at firstname.lastname@example.org.