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