The Fourthcore Team Deathmatch (FTDM) has been my pet project for a few months now, and I have poured quite a bit of thought and energy into its design and implementation. Originally inspired by a chat with Sersa V, it has taken on a life of its own and promises to be an amazing event. My mind was filled with visions of blood and glory, and I could already hear the screams of both triumphant victory and devastating defeat. With GenCon fast approaching, I wanted to take a little time to explain my motives and reasoning behind many of the decisions made on FTDM.
Mission Statement
I know, how corporate, right?
FTDM has had an unofficial mission statement since Day #1. What this means is that I started the design with a number of goals I wanted to achieve with this event. They were:
+ Create a large event where many Fourthcore Fanatics could gather together and hang out at once; a Fourthcore Community Gathering
+ Use the tools of the internet to help organize and promote such an event
+ Capture the frantic, break-neck-speed feel of 90’s-era first-person deathmatch shooter games, such as DooM, Quake, and Heretic/HeXen; using the 4E D&D system.




