mONSTER A PLAY BY SAM GRABER ESTIMATED RUN TIME – 80 MINUTES DECEMBER 2018 Sam Graber 2020 Norway Pine Circle, Minneapolis, MN 55305 612-695-3125
[email protected] mONSTER SUMMARY A play about human enslavement to the shiny toys of consumer technology. September 1994. The dawn of the World Wide Web. In a tiny and cramped college dorm room Nessa and Brill have just met as incoming freshman roommates. Nessa is bounding in energy, eager to conquer every party on campus, wanting to explore all the college experience has to offer. Brill meanwhile never leaves the room. Moreover, Brill never leaves her chair in their room, sitting before a strange digital workstation all times day and night. Nessa finds Brill’s constant presence unbearable and petitions Greg, their dorm RA, to move Brill as far away on campus as possible. But Brill won’t switch rooms. Because Brill can’t leave their room. There’s something very important that Brill is doing in this very particular room. And if Brill stops doing it, even for one minute, the world will go berserk. mONSTER asks: is mass human adoption of new technology without new moral complication? Or has the harm of online culture always been the monster within us? CHARACTERS (2F, 1M) NESSA, 18, female BRILL, 18, female GREG, 21, male All ethnicities are considered open. TIME 1994. The first week of September. v_12_2018 © 2016, All Rights Reserved. mONSTER TH E S TAGE At center stage is a small and cramped college campus dorm room. A single. With one bed. The identity of the room is represented by a bifurcation through its midpoint, as if two sides of the room are two opposing personalities.