While I realise that a lot of the information presented in the new diary is nothing new at all to veteran gamers -- especially for GMs out there -- I wanted to present a diary that spoke more to the new player, or someone exploring the idea of roleplaying games and is wondering how it relates to them, and what they might be able to expect from the game.
For those folks where this info is already tried and true gaming lingo, I wanted to especially point out this section of the diary, which speaks a bit more to how this particular diary applies to the new edition of Warhammer Fantasy Roleplay:
Why Use a Structured Approach?
A lot of roleplayers already use similar story structure in their own games. In a lot of ways, this sort of structure comes naturally when telling a story. There are breaks, pauses, changes of scenery, and different parts of the story being focused on at different times. By providing a consistent set of terms and guidelines for how these elements areused in Warhammer Fantasy Roleplay, it becomes even easier for a GM to find ways to use these to enhance his adventures and campaigns.
The use of the episode and act structure results in a great deal of flexibility for the GM. First, it helps provide a consistent structure and means to develop encounters, allowing the GM to pace stories more effectively and keep the characters engaged. Second, it provides a sort of mental checklist for the GM, to make sure different facts of his story are involved, and allows him to approach session prep in easily managed bite-size chunks. Finally, the use of this story structure makes it easy for GMs to get the feel for the pace and organisation of the action provided in published adventures that present information using this approach.
And with this structure defined, it's easier to design and integrate mechanics that work off these different elements. For example, there are some special actions that can be used during the rally steps to take advantage of the brief respite offered. Likewise, different events or effect durations may be tied to the progress of a scene or act, streamlining effects and reducing book-keeping for the GM.