Four typical Ayckbourn misfits are playing a Dungeons and Dragons type game in a suburban living room. Stanley, Hazel, Warren and Rick make the weekly escape from their real life nightmares into a role-playing board game peopled by dragons and monsters. A safe world where the dangers are of their own imagining; where they are free to become heroes of their own devising. But how clear is the dividing line between what they choose to be and what they really are? What would it take for them to lose sight of it altogether?4 women, 4 men
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