Gotham Gamemaster's Playtest Report (Carnival of Tears)


Alpha Release 1 General Discussion


GMed a 4-hour session of the Pathfinder Module: Carnival of Tears yesterday evening. We had four player characters and one NPC:

Human Sorcerer 5 (3.5 versIon)
Dwarf Wizard 5 (3P version)
Human Cleric 5 (3P version)
Halfling Rogue 5 (3P version)

and

Valeros, Fighter 5 (3.5 as published in back of module)

Almost all of the characters are making use of Pathfinder 1.1 with additional selections from Complete Arcane, Complete Mage, Complete Divine, and Spell Compendium--including reserve feats and the like. In addition, I made use of the Critical Hits and the Critical Misses decks.

The adventure is full of wild social encounters and bizarre combats. My attention as GM was drawn to portraying colorful NPCs, describing the odd atmosphere, playing background music, etc. I adjusted 0% of the published adventure to account for Pathfinder 1.1.

Here's my report--I don't have one! The whole thing ran together seamlessly and spectacularly as the event-based module marched to its dramatic climax. Fireballs exploded, beads of force erupted, swords sang, skill checks were made, saves were made---you name it, it happened and all of it hung together without any noticeable moments where one would say "Oh, that's Pathfinder changing the game!" or "What? These rules don't work together!"

Players and GM alike simply played the game and the blending of 3.5 and 3P happened entirely behind the curtains. I'm not the most mechanically-minded GM, but I thought that fact was worth mentioning on the boards.

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