About the Play
She Kills Monsters tells the story of Agnes Evans, who, following the death of her teenage sister, Tilly, discovers Tilly’s Dungeons & Dragons notebook. Curious, she recruits an avid D&D player to guide her through this unknown world. She is catapulted into a journey of discovery and action-packed adventure in the imaginary world that was her sister’s refuge. This high-octane dramatic comedy, nestled in 90’s pop culture, is filled with not only all the things Dungeons & Dragons has to offer: battles, spells, and monsters, but also explores themes of identity, grief, friendship, and the search to uncover a way to keep moving forward when it seems like you can’t.
Featuring a diverse cast of characters of powerful female warriors, mythical creatures, and even a few demons, the story is filled with action-packed fight scenes, witty one-liners, and a queer love story. While steeped in the world of D&D, She Kills Monsters is a thrilling theatrical experience for everyone - even those who’ve never played the game before.
Contents
DND 101
Dave Arneson and Gary Gygax created D&D in 1974, derived from tabletop wargames with specific variations of the Chainmail medieval game created by Gary in 1971
An effort was made to remove aspects of the game which had attracted negative publicity, most notably the removal of all mention of demons and devils, renamed tanar'ri and baatezu, respectively. Stressed heroic roleplaying and player teamwork. Most 2nd edition products are aimed primarily at teenagers.
1989 Second Edition
An effort was made to remove aspects of the game which had attracted negative publicity, most notably the removal of all mention of demons and devils, renamed tanar'ri and baatezu, respectively. Stressed heroic roleplaying and player teamwork. Most 2nd edition products are aimed primarily at teenagers.
The Monster Manual was replaced by the Monstrous Compendium, a binder in which every monster is given a full page of information. The combat system was modified to incorporate a mathematical formula in which the defender's armor class (AC) is subtracted from the attacker's THAC0 (To Hit Armor Class 0)
Character creation is modified in many ways. Demi-human races are given higher level maximums to increase a more long-term gameplay. Character classes had now been organized into four groups: warrior (fighter, paladin, ranger), wizard (mage, specialist wizard), priest (cleric, druid), and rogue (thief, bard). Assassins and monks were removed from the game as character classes.
Some tried to tie the game with satanism and suicide in the 80s. In the 1980s primarily Dungeons & Dragons was perceived by many religious groups as promotion of such practices as Satanism, witchcraft, suicide, pornography, and murder. Although many of these criticisms have been aimed at the whole genre of fantasy role-playing games even Lord of the Rings
Has many influences from Lord of the Rings and other world mythologies in order to build out monsters: borrowing from Greek, Roman, Norse, celtic, and other such mythological cultures.
Wish Fullfillment
DO YOU “WISH YOUR LIFE WAS LESS BORING?”
Wish Fulfillment through Character Creation
In She Kills Monsters, the protagonist, Agnes, embarks on a quest to understand her late sister Tilly by playing the Dungeons & Dragons campaign Tilly created. Character creation is a vital aspect of wish fulfillment in D&D. Players craft their alter egos, shaping their abilities, appearance, and personality. Agnes, a novice in this fantastical world, finds herself caught between the real and the imagined as she creates her character. Her transformation from a reserved high school teacher to a fearless warrior reflects the essence of wish fulfillment.
Escapism and Empowerment
D&D offers a unique form of escapism that allows players to temporarily leave behind the mundane and embrace the extraordinary. She Kills Monsters explores how escapism through D&D empowers individuals to confront their personal demons. Tilly, who used the game to cope with her struggles as a queer teenager, finds solace in a world where she can be herself without judgment. Additionally, This empowerment resonates with many players who turn to D&D to overcome real-life challenges.
The Joy of Discovery
Wish fulfillment is often rooted in the joy of discovery and the thrill of adventure. As Agnes navigates the fantastical world of New Landia, she experiences a profound transformation. She discovers the rich tapestry of Tilly's imagination, her hopes, and her fears. The quest for knowledge and understanding is a fundamental aspect of D&D, and Agnes' journey reflects the delight that players feel when uncovering the mysteries of a game world.
Unexpected Friendship and Connection
D&D is as much about camaraderie as it is about wish fulfillment. In She Kills Monsters, Agnes forms unexpected bonds with her sister's friends, who serve as her fellow adventurers. The connections forged during tabletop role-playing games mirror the real-life friendships that often develop among players. These bonds enhance the sense of wish fulfillment, as players find support and understanding from their companions in both worlds.
Timeline of the 90's
The 1980s and '90s were an extremely influential time in terms of self-expression and diversity. 1981 saw the introduction of MTV, which introduced the concept of a music video and the idea of playing them 24/7.
During this time, we saw the rise in stardom of several musicians still known to this day, including but not limited to:
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Michael Jackson
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Metallica
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Guns N’ Roses
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Madonna
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Prince
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Duran Duran
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Smashing pumpkins
Other well-known TV shows and Movies from the same time period are:
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Inspector Gadget (1983-86)
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He-Man and the Masters of the Universe (1983-85)
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The Goonies (1985)
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The Breakfast Club (1985)
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Pee-Wee's Big Adventure (1985)
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Hocus Pocus (1993)
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Stand By Me (1986)
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The Princess Bride (1987)
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The NeverEnding Story (1984)
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Labyrinth (1986)
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The Dark Crystal (1982)
Another significant moment of the 80s and 90s was the AIDs epidemic.
1981 - The epidemic began
1983 - San Francisco AIDS Foundation was founded
1985 - AIDS quilt concept conceived
1987 - ACT UP formed in New York
1988 - Dec. 1st declared World AIDS Day
Mental Health Resources
On-Campus Support:
● Counselling Services: counselling.services@uwaterloo.ca / 519-888-4096
● MATES: one-to-one peer support program offered by the Waterloo Undergraduate Student Association (WUSA) and Counselling Services
● More Feet on the Ground: Learn how to recognize, respond and refer students experiencing mental health issues on campus (https://morefeetontheground.ca/).
● The Glow Centre: Glow promotes a healthy attitude towards all sexual orientations and gender identities on the UWaterloo campus by providing a wide variety of peer support, social events, advocacy work, and resources (https://wusa.ca/services/student-run-services/glow/).
● The Womens Centre: The Women’s Centre aims to provide a female-positive and supportive environment on campus for all women and trans folks (https://wusa.ca/services/student-run-services/womens-centre/).
● Accessibility Services: https://uwaterloo.ca/accessability-services/
● Centre for Mental Health Research: The Centre for Mental Health Research offers accessible, effective, mental health services for people of all ages in the Region of Waterloo (https://uwaterloo.ca/mental-health-research-treatment/).
Mental Health Support:
● Good2Talk: Free confidential helpline for post-secondary students. Phone: 1-866-925-5454
● Grand River Hospital: Emergency care for mental health crisis. Phone: 519-749-4300 ext. 6880
● BounceBack Ontario: Through BounceBack, adults and youth 15+ learn skills to help manage worry and anxiety, combat unhelpful thinking, and become more active and assertive (https://bouncebackvideo.ca/).
● Here 24/7: Mental Health and Crisis Service Team. Phone: 1-844-437-3247
Grief Support:
● Bereaved Families of Ontario: Peer group support after the death of an infant, child, grandchild, partner or other loved one (https://bfomidwest.org/).
Youth Support:
● Kids Help Phone: 24/7 virtual support service offering professional counselling, information and referrals as well as volunteer-led, text-based support to young people in both English and French at 1-800-668-6868.