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October 18, 2011

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What puts the ‘hardcore’ in fourthcore?

dungeon master

Art by Brian Patterson.

“It’s the expectation that it’s not a simple/normal game. Proper mindset is important.”
- Eric Neal Samuels


“The fact/feeling that everything will cost me something. Said cost usually being paid in blood or similar.”
- Steven Pacey


“For me, the hardcore in fourthcore means 3 things:
1) My survival is a struggle, not an assumption,
2) The DM isn’t going to hold my hand or shield me from my bad choices; and he’ll play the monsters as vicious and deadly as they truly are,
3) My choices are what determine my fate, and no amount of pluses on my character sheet can save me from stupidity.”
- Jon Green


“To me, it’s all about attitude. Fourthcore dungeoneers don’t go in with the goal of winning, they go in with the goal of surviving. A fourthcore dungeon is a brutal, punishing place where bad things happen to the characters. Every aspect of the dungeon reinforces this atmosphere. The traps are deadly. The monsters are capable of putting out incredible amounts of damage. The puzzles are difficult. At the end, there’s a boss who is certainly capable of kicking your ass if you aren’t ready for him. Oh, and there’s a timer counting down to the end of things. That’s Fourthcore… Good Luck.”
- Paul Worthen


“What makes Fourthcore hardcore? When properly run, the character sheet alone can’t save you. Fourthcore challenges the both player and character alike.

Crucible of the Gods exemplifies this. You can’t solve the game purely through dice rolls (combat or skill checks). There are a number of points where if the players can’t figure out how to interpret the clues, solve the puzzles, or *when* to fight, then they won’t beat the game. These are not easy tasks for the players and success relies on a different set of skills and knowledge than I am used to seeing brought to the stock D&D experience.

I also enjoy how consequences are appropriate to the situation, even if they may not be what is understood to be appropriate to the character level!”
- Stephen Chast


“The Fourthcore experience is like the Honey Badger of 4E gaming: Call it names, pick it apart, Fourthcore doesn’t give a shit.

The folks who wrote it know very well what the tenets and philosophy of it are. They’re not trying to proclaim themselves “the one way to play to rule them all”, they’re not trying to emulate some OSR philosophy into a new school game, they’re not trying to reinvent the wheel. Fourthcore is merely a celebration of the D&D 4E rules. It is making a challenging, alternative approach to playing for all the types who want to get their knuckles busted, for the DMs who do want to get some player blood in their eye, and for providing an experience that really makes the players WANT to come together as a TEAM unit to face down esoteric challenges that you’re not going to find in a friendly, balanced “encounter by the numbers” WoTC design. The odds ARE against you here. But it’s not impossible; just the safety rails are off and it’s time for you and your team to put on the thinking caps.”
- R.E. Davis


“I think I’m going to start this explanation about as wrongly as possible, as one of my professors once said, by quoting the dictionary and lulling you to sleep.

Dictionary.com defines ‘hardcore’ as -

1. unswervingly committed; uncompromising; dedicated
2. pruriently explicit; graphically depicted
3. being so without apparent change or remedy; chronic

Starting at 1 and going through 3, I hope to be as thorough (and unfortunately, therefore boring) as possible about why, exactly, fourthcore deserves the ‘core’ in its name.

1. It is, indeed, unswervingly committed, uncompromising, and dedicated to its vision. Fourthcore has, beyond a shadow of a doubt, one of the most clear design goals of all time – rock the socks off the PCs in the most viciously gamist manner possible. Now, that’s a good thing in a lot of ways – it’s not all about roleplaying, admittedly, but it is in a way more immersive. The players are their characters without the burden of player knowledge/character knowledge separation. It has a vision of old school attitude (the players are against the GM’s most crafty wiles) merged with new school design principles (taking from things like video games and the latest in tabletop gaming). Every piece of material is unabashedly presenting this vision of “here’s some really off the chain shit, go do something impressive!” The level of professionalism is pretty much unparalleled from a third party developer of any sort, and it doesn’t dip its fingers in many pies. It takes what it set out to do and it does it consistently and it does it well. That’s commitment, dedication, and being uncompromising on the kind of material it releases.

2. Perhaps pruriently isn’t quite the right word here (it seems the dictionary was referring to pornography), but along a similar vein the material is very up front about what it is. It tells you ‘hey, this stuff is hard, and it’s a game – not theatrical improv’ right up front in the first few pages. In Crucible of the Gods it even contained an amazing sidebar explaining the design process that went into creating the material, which is about as explicit as you can get regarding game design. All in all, it’s very clear about what it’s committed, dedicated, and unswervingly uncompromising to and about.

3. As mentioned above, the material is consistent. It always does what it sets out to do, and what it sets out to do is consistently the same Michael Bay Explosions This is the Craziest Thing You’ve Ever Seen design goal (without taking it ‘too far’, of course).

Basically, I know this is the most boring possible explanation, but Fourthcore deserves the portmanteau of hardcore to be included because it is precisely that by definition – hardcore.”
- Jonathan Newhall


“What makes Fourthcore ‘hardcore’ is that it forces players to really focus and keep on their toes. You can’t breeze your way through it or half pay attention. You often have to make decisions based on having imperfect information, and employ risk management in the process, and hope for the best. When you succeed, you really feel like you shine.”
- Joe Nehmer


“Traps. Innovative, creative, cold-blooded traps.”
- anaxetogrind


“Remember how when you played D&D in high school there were modules like Tomb of Horrors which some people with good stable groups and campaigns running for years eventually got to play? Brutal difficult challenging dungeons with intimidating body counts? Fourthcore starts with you standing at the door to one of those dungeons.”
- DICEFIST


Got more to add? Sound off in the comments!

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A Lone Cry
  1. Fourthcore’s hardcore aspect is that everything has consequences, and bad ideas generally end in failure. Wanna jump down the 20-foot pit, knowing that it can’t do enough falling damage to knock you unconscious? Don’t be stupid. There are traps down there, made for stupid adventurers like you.

A silence spell has been cast here.