Space Carl (or) How to Get Lost on Planet Venus

In the time of knights and pirates Carl leaves his home of New Guatamica to see the world. His attempted hero's journey has him stumbling on a space ship carrying an alien with a mission - to return a crystal bogey to the McGuffin Temple on the Lost Planet Venus. In pursuit of Bob the Marley and now Carl are the henchpets representing the Zoloftian Queen of the Galactic Order, along with the massive...
In the time of knights and pirates Carl leaves his home of New Guatamica to see the world. His attempted hero's journey has him stumbling on a space ship carrying an alien with a mission - to return a crystal bogey to the McGuffin Temple on the Lost Planet Venus. In pursuit of Bob the Marley and now Carl are the henchpets representing the Zoloftian Queen of the Galactic Order, along with the massive mantises Phil and Estelle.

This play is intended to both embody and subvert traditional tropes in the hero's journey, while playing with the genre of science fantasy. As per usual, we seek to find a place for fun and meaning.

This play features: a hermit-crab hermit poet, aliens who share a brain and heart, sword fights, spaceship battles, gigantic venus fly traps, body switchers, time travelers, talking cheese experiencing existential angst, and more. 
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Space Carl (or) How to Get Lost on Planet Venus