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In She Kills Monsters, Tilly is one of the most popular and respected players in her Dungeons and Dragons community and a rare female Dungeon Master. An essential skill of the Dungeon Master is effective world-building, and Tilly creates a realm in which she feels liberated from the social expectations and confinements of the real world. In her module, female characters are fierce fighters who defy assumptions about their incompetence and passivity. In Tilly’s world, “[E]veryone is gay” (41) and accepted without having to explain or defend their sexual orientation. Tilly names her world, “New Landia” to reflect her vision of a world different from her own—a place where society does not stigmatize or pathologize her sexual orientation and gender identity.
One of the pleasures of Dungeons and Dragons for Tilly and her peers is how the game grants them infinite possibilities for their identities and actions. Characters can disrupt assumptions about gender and sexuality, which makes it especially appealing for LGBTQ+ players. The knowledge that fans of the game value the flexibility of character builds prompted the 5th edition of the Dungeons and Dragons handbook to include an update encouraging further identity exploration. The addition states, “You can play a male or female character without gaining any special benefits or hindrances […] You don’t need to be confined to binary notions of sex and gender […] Likewise, your character’s sexual orientation is for you to decide” (Dungeons and Dragons Player’s Handbook, 5th edition, 2014, Page 121). Although the play is set before the revised handbook’s publication, the practice of defying and redefining categories of identities has always been a part of the game. In New Landia, players even subvert the clichés of established fantasy tropes, a dynamic embodied by the dainty and dancing fairy, Farrah, who is a lethal, foul-mouthed opponent, and the evil, horned demon, Orcus, who would rather watch television and eat snacks than fend off attackers. Tilly acknowledges that the game provides her and her friends with a measure of “wish-fulfillment” (76) by allowing them to occupy roles they consider as alter-egos. However, her primary emphasis is on the fun, creativity, and adventure she gets to share with her friends.
Through the role-playing game, Tilly and her friends develop a strong empathy and communal bond with each other. They imagine what it’s like to be someone else and immerse themselves in different perspectives and environments. Orcus’s praise of the television show Quantum Leap is a nod to the pleasures of playing Dungeons and Dragons. He exclaims, “The dude time travels…through time…by leaping INTO different bodies. Different BODIES, yo!” (29). Role-playing games like Dungeons and Dragons not only encourage empathy and diverse perspectives, but they also promote cooperative storytelling amongst players who must collaborate and communicate in order to succeed. In the game world, Kaliope and Lilith pledge their loyalty to Tillius the Paladin “without hesitation” (32) and do not abandon her to complete her quest alone. In her real life, Tilly was the girl that “[e]very player…in Athens has been on a campaign with” (12). For Tilly and her friends, Dungeons and Dragons provided them with both imagined and real communities where they could thrive.
In She Kills Monsters, playwright Qui Nguyen offers a critique of traditional gender roles and heteronormativity to illustrate how assumptions about gender and sexual identity marginalized Tilly. As a lesbian youth and Dungeons and Dragons fan, Tilly did not fit the “norm” of what teenage girls should like and whom they should love. When Tilly was alive, Agnes reinforced those strict definitions by assuming that Tilly liked boys and disparaging her interests in the less feminine hobbies of fantasy role-playing games and swordplay. Agnes’s assumptions kept her from developing a closer bond with her sister and created an environment where Tilly was seen through the lens of who she wasn’t instead of who she was.
In New Landia, Agnes continues to uphold heteronormative attitudes that negate Tilly’s lesbian identity. When she discovers that Tilly and Lilith are lovers, she is at first shocked and then quickly rationalizes that Tillius must be a male character. She exclaims, “Oh, wait just a minute, I get it. You two are dating because ‘Tillius’ is a guy character” (40). Agnes reframes their relationship into a heterosexual model to make sense of them, erasing their lesbian desire. When Tilly immediately corrects her by insisting in the most positive of terms, “I’m female, she’s female, and we’re lovers” (40), her matter-of-fact description demonstrates how difficult representation and visibility is for LGBTQ+ people. The default of heterosexuality is so dominant that Tilly must define lesbianism before Agnes can finally see her for who she really is. Agnes insists, “I’m not a homophobe!” (41), but she fails to see how her assumption that everyone is straight contributes to anti-gay discrimination. When she asks why everyone in New Landia is gay, her question underlines the heteronormative bias that regards straight people as the norm and anyone who strays from it as aberrant or in need of explanation.
Heteronormativity also assumes a hierarchy of sexual practices that deems heterosexual and reproductive sex as “normal” and marginalizes other forms of sex as “deviant.” Before she knows that Lilith is Tilly’s lover, Agnes ridicules Lilith because her provocative style of dress clashes with the mainstream idea of feminine propriety. When Agnes learns that Lilith is Tilly’s lover, she criticizes her attire even more and shouts, “It upsets me that you don’t know how to put on all your clothes…And I’d advise wearing a complete shirt next time you’re MAKING OUT WITH MY SISTER!” (40). Thus, even in her initial attempts at role-play, Agnes maintains a narrow and judgmental view of what is sexually acceptable, and she speaks from a position of perceived superiority as a conventional straight woman. She calls Lilith a “leather-clad dominatrix” (17), and from her style of dress and its association with BDSM, she concludes that “[s]he’s dirty” (42). Rather than gracefully accepting Tilly’s lesbian identity, Agnes instead devises reasons to invalidate her sister’s desires. Although Agnes’s attitudes are not as blatantly malicious as the harassment that the two Succubi unleash, Nguyen pairs her microaggressions in the same scene as that violent encounter in order to illustrate the full range of ways in which heteronormativity and anti-gay bullying can manifest and discriminate against LGBTQ+ lives.
Throughout the play, Agnes shifts from indifference and sarcasm to outrage and obsession as she struggles to cope with the loss of her family members. The actual car accident is dramatized in a flashback with shadow puppets, and this unique medium cleverly emphasizes the dark, elusive, and shadowy quality of the trauma that haunts Agnes. Through the discovery of Tilly’s module, Agnes addresses her loss and repressed grief, and although the stages of her mourning are painful, Agnes ultimately navigates the fear of forgetting and the pain of remembering on her journey to acceptance.
The process of moving out of her family home functions as a catalyst for Agnes to confront her grief over her family’s death. Early in the play, Agnes packs up Tilly’s belongings as she prepares to move in with Miles, and given that this event is occurring two years after her family’s death, the timeline suggests that Agnes has avoided addressing her family’s death and has left Tilly’s room undisturbed for all this time and is only now confronting the reality of their passing. Miles also implies that she has repressed her grief when he later explains why he wants to join her in the game. He tells her, “[Y]ou never talk about Tilly or your parents or any of it. I just…if this could help me get to know you better, I wanna try” (65). Agnes’s avoidance of her grief thus leaves her detached from progressing in her own life, and Miles admits that he does not know her as closely as he would like to or that she would allow. His comment is especially significant considering that the couple is in the process of moving in together, a paradoxical display of physical closeness stymied by emotional distance. Miles feels that real closeness might be possible if she can finally express repressed emotions and share her feelings with him.
Agnes’s unresolved grief stems from the difficulty of accepting the death of her loved ones and reconciling her guilt for not being a more supportive sister to Tilly. When she discovers Tilly’s module, the script prompts her to reconnect with Tilly in hopes of establishing a closer bond, just as Miles later hopes that the game will help him feel closer to Agnes. She tells Tilly in New Landia, “I know all this meant a lot to you so I just want to—” (16). Although Tilly cuts her short and advises her not to use the game as therapy, Agnes does learn much about her sister that she never knew. However, instead of feeling closer to her, Agnes feels guilt for not being more aware of Tilly’s creative talents and lesbian identity. The game evolves to become a further reminder of her loss and the missed opportunities where she could have shown more interest in Tilly’s life. She confesses to Vera, “I don’t remember her as a teen at all” (73). Frustrated by her inability to enact any change that can bring Tilly back or erase her guilt, Agnes quits the game and declares, “I’m done talking to ghosts. Good-bye” (71), opting for a time to retreat from both the module and her memories in a futile attempt to suppress the grief and regret that they evoke.
Stuck between the fantasy where Tilly is alive and the reality that risks completely burying her memory, Agnes ultimately finds a balance by returning to the module with a renewed perspective. Through the memories of Tilly’s friends, Agnes learns that playing Dungeons and Dragons filled Tilly’s teenage years with adventure, pleasure, and support. At the end of the quest, Tilly appears as “the real TILLY” (82) dressed in her regular clothes. She asks Agnes, “Did you have fun? That’s the point in all this. Did you have fun?” (82). Tilly’s simple question allows Agnes to remember her sister as an enthusiastic, imaginative girl who wanted to share something she loved and enjoyed with her older sister. By completing the Quest of the Lost Soul of Athens, Agnes finds resolution and peace by accepting Tilly’s death and letting her spirit live on in her stories, her friends, and their collective memories.
Action & Adventure
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Asian American & Pacific Islander...
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Brothers & Sisters
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Comedies & Satirical Plays
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Dramatic Plays
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Grief
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LGBTQ Literature
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Mortality & Death
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Vietnamese Studies
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