She Kills Monsters - October 28 - October 30, 2016

The University of Texas at Austin

 End Notes 

Director's Note,

 

Dungeons & Dragons is interesting. It provides the foundation for a
narrative that is entirely of your own creation and imagination. And
yet for a lot of people it was just a geeky game played by nerds in
their basement. But it was far more than that. It was a safe refuge
for the unpopular. For the nerds and geeks and freaks and weirdos. For
everyone that was big where it counts. In the heart.

It was an opportunity to be more. More of what you are, or even more
of what you wanted to be. And it didn't matter what you were in real
life. None of that matters in the game because no matter what, you
were a hero. Or a villain. You could do that too if you wanted.

Beyond being well-known itself, Dungeons & Dragons uses probably the
best known fantasy/sci-fi tropes. Orcs and Elves and Dwarves, swords
and magic, gods and devils. The tropes are very comfortable, and so
many books/movies/tv shows have been created in those high fantasy
settings that the tropes have taken on a life of their own and aren't
defined by a single work of fiction.

It is the ultimate guideline for creating narratives that are unique
and all your own. I've heard stories of a Luchador wrestler pinning a
dragon mid flight. I've heard the tale of a cunning enchanter that
activated curses in the armor and equipment of his allies when they
turned on him. I've even heard the story of Sir Bearington, an actual
bear who bluffed his way into nobility despite only speaking bear.

So I encourage you, adventurer, when you get up and go home, inspired
by the show you see, gather round your closest allies, grab some paper
and pencils, some funny looking dice, and make your own story.

Besides, we all deserve to do something that makes us happy.

Your Dungeon Master,
-Jose A. Figueroa

Page 11 of 12