Steve: I think we made fun of ropers in these articles, now you're saying you like them?
Zack: They're scary. What could be a better jump-scare than some poor adventurer walking through a dark and lonely cave, fearful of a beast of some sort and they bump into something. Whew. Only a stalactite. They turn around, searching for danger, when the stalactite opens its eyes and its big McDonaldland mouth and grabs them.
Steve: Ah! That is pretty scary. And it would be pretty scary also to be killed by a giant pickle or some sort of sausage with sausage link arms.
Zack: I feel like you're denigrating the roper.
Steve: No way. Mad respect for the roper. The scariest monsters are always stationary lumps with puppet mouths.
Your lair. Maybe you lure victims to it, maybe you hide in it between killings, or maybe you haunt it 24/7 because you’re tragically confined by a curse. Whatever the situation, for most of us monsters, a living/un-living space is an important part of our identities. In this column, Monstergeddon award winners share their lair tips and techniques!
Works great on my child, who hasn't barked at all for as long as she's worn the apparatus. When she turns three, we will remove it for a trial period.
The famed gonzo otaku journalist writes about the death of gaming culture in 2014.
Try not to break your console while I try not to break my cyber brain.
Zack Parsons, Steve "Malak" Sumner, and friends tackle bizarre role playing game products that make them wonder, "What the fuck!?" From the early days of Gygax to contemporary role playing games, none will be spared.