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The Roleplayer's Redoubt

Is there a really place for roleplaying in MMOs? What do roleplayers bring to the table? How can developers foster stronger roleplaying communities? How do traditional concepts fit into the realities of contemporary online roleplaying?

Author: OddjobXL

Noticed: Alan Moore's Salon Interview

Posted by OddjobXL Thursday March 5 2009 at 10:30AM
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One key to coming up with good ideas as a roleplayer is to borrow ideas from other places.   Pick up on things you can use.  Jot 'em down if you have to or just let them sink into your subconcious.  Sooner or later it may come in handy.  My tagline here at MMORPG.COM is "Always Notice What You Notice."  Sounds pretty obvious, right?  Well, I actually heard it in response to a question asked of the poet Allen Ginsberg at a reading he did in D.C. many, many, years ago (back when I wore my then-existent hair long and was even more long-winded and pompous than I am now, believe it or not). 

"How do you get ideas for your poems?"

"Well, do you ever notice something out of the corner of your eye and for some reason, a reason you can't quite put your finger on, it stays on your mind?  I suppose I try to notice what I notice.  I'll make a point of figuring out why that image, or that phrase, or that person stuck out for me.   If you want to be a poet, always notice what you notice."

So, when you see a blog post of mine with "Noticed" stuck on the front of it that's what's just happened.  I've noticed something.  It may not have to do with roleplaying or MMORPGs on the face of it but it could be something handy to keep around.

Today Alan Moore has an interview at and he says some things worth noticing.


"It's our fictions that drive us forward most of the time. They may even be our mad nightmare fantasies, but they do seem to play their part in propelling us forward as a species."

"If you look at that incredible burst of fantastic characters that emerged in the late 19th century/early 20th century, you can see so many of the fears and hopes of those times embedded in those characters. Even in throwaway bits of contemporary culture you can often find some penetrating insights into the real world around us."

"But I think that when you are talking realism in comics you have to realize it's an ongoing process, especially emotional realism. That when the comic book industry started you had characters who were, let us say, one-dimensional in that they only had one quality. They were good or that they were bad. By the 1960s Stan Lee with Marvel Comics had the brilliant idea of two-dimensional characterization where they are still good or bad but now they have some kind of, perhaps a medical complaint or some sort of emotional suffering. What we were trying to do with "Watchmen" was to make it at least three-dimensional. So that the characters that we were talking about were complex human beings that weren't defined by one simple set of behavior patterns."

"All too often education actually acts as a form of aversion therapy, that what we're really teaching our children is to associate learning with work and to associate work with drudgery so that the remainder of their lives they will possibly never go near a book because they associate books with learning, learning with work and work with drudgery."

"It seems to me to be a responsibility of culture to become as informative as possible and give people a source of information in a form they will be drawn to."

 "I'm sure there are lots of people out there who although they couldn't actually give you a clear idea of their country's history over the past couple of hundred years, but they probably could give you a detailed description of the continuities of whatever comic book or television show they are most obsessed with."

"Well, no, it was because I decided to deal acid that I was expelled from school. Sadly, I found that as an acid dealer I was complete rubbish."