Something a little new here, this play recently showed at the University of Oklahoma’s theater program, and it struck enough chords that I felt the need to review it. Let it be known, reviewing a play is a little trickier than reviewing a movie or a book. Each production, each show, is a little different, all depending on how they worked together. I’m going off of the way the story was shown this particular time, and how it was designed to appear to the audience. Another production might be different. We’ll see.
The story revolves around Agnes as she seeks to cope with the death of her family, including her younger sister, Tilly. She and Tilly had a difficult childhood growing up together, with neither really understanding each other. Agnes is given a second chance when she discovers a notebook Tilly wrote in: a Dungeons and Dragons module that while only half-finished, contains some hints of her sister’s life. With the help of some of her sister’s friends, she starts to piece together what she didn’t know about her sister…and what she didn’t know about herself.
As a person who plays Dungeons and Dragons… I could tell that no one in the cast or at least the production team actually played. No offense meant to them, but they were obviously relying on their consultants with the local game shop to make sure things looked right…as much as possible. While I’m willing to give some slack since DnD has changed a lot over the years, I can’t help but wonder how much of it changed due to the cast not knowing what questions to ask or the game shop to answer. Which of course in turn makes me ask how many notes the playwright put into the script. You can’t always rely on people to do the research for you, and I feel like he should have placed some more hints into what certain creatures and characters looked like.
Which somehow gets my brain to costuming. Tilly looked great, as did Agnes. What irked the shit out of me–and this was written in the script via dialogue, so I place no blame on the costuming team whatsoever and think they did great with what they had–was the way some of the other characters dressed. You get that some of this is meant to be empowering for these party members, and the people who play them, but there’s something that almost every DnD/fantasy MMO player who is also feminine-leaning will tell you: they hate having no other option but to dress their character in bondage outfits or chainmail bikinis. And I mean we hate it. It hit so many offended buttons for me, right off the bat, and sort of colored the rest of the way I saw the play. Normally, you can say that it gives the production team a break as far as finding or making armor (as an excuse). Except that I know for the fact that SCA is an international organization that is usually up for working with people in exchange for publicity, and cosplay has created all sorts of cheats, that it shouldn’t actually be an issue.
At times, a lot of beats were cringe inducing unless you kept the setting and the age of Tilly in mind. You had to remember it was the 90’s, you had to remember she was fifteen when she died, you had to remember that she lived in a small town. It was too much from a story standpoint because we were watching this play out, we didn’t have the ability to rewind or flip back a few pages to remember important facts to keep things in perspective. While some of the monsters were named after people in her life, creating interesting moments for Agnus to interact with, it just sat weird to me because the way they worked into the story didn’t make sense. I think he was relying on Tilly’s age to explain it…except I was a fifteen year old writer, and I wouldn’t have done anything that blatant. It felt like the writer was trying too hard to make the audience see the parallels between Tilly’s real life and the life inside the game.
Because the writer in question is a fight choreographer, I have to pick on that a little too. This is where it’s hard to tell what was a production choice and what was written into the actual play without having a copy of the script in my own hands. But all of the party members used melee weapons–practical for a play, not so much for a party. The only healer was Tilly, and she was limited severely (more than I think even early DnD would limit a level 20 paladin). There was no magic-centric class. And even then, everyone used swords, daggers, or a battle axe (with the occasional shield). There are a lot of interesting options available, even in the early DnD stages, that could have helped spice up the monotony of the fighting and made the party make so much more sense. Of course, better spacing of the fighting and making it less random as hell would have helped too. While that’s part of DnD, this…pushed it severely, especially for a play. (Okay, I could nitpick the actual fighting in this case, but that would be cheating and I’m spoiled with my own experience.)
Some of this was very…trite and tropey and not what I expected of this play. I may have had too high of expectations because this was (I thought) written by someone who was in the know about this aspect of geekery. But I ended up feeling a bit disappointed in the writing, in things that I have issues with as a player myself, and in how this tried to show DnD to the world. In the audience, I heard people talking about the game like it was old and dead, like no one had played Dungeons and Dragons since the 90’s and like the game hadn’t changed. And you know what? They are right in a way. No self-respecting DnD group would function like this, at least not anymore.
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