Other than some organizational issues, and the lack of an index, I was really impressed with the core rules for Warhammer Fantasy Roleplay. As I get into the gamemaster book though, I'm running into some conceptual issues. Specifically the Episode/Act structure combined with Rally points. Now, there's nothing wrong with suggesting a structure for designing and running adventures, but by tying that structure into a game mechanic, the Rally Point, they make the whole thing a lot less flexible, and less usable with other structures a gamemaster might want to use.
The Episode structure is fairly straightforward on the surface. Adventures are divided into Episodes which are in turn divided into three Acts each. I'd explain what should go into an Episode and an Act, but frankly, I'm still a little unsure. The book gives plenty of examples, but I'm still having a hard time grasping just how those examples could be applied beyond the specific situations given in those examples. One example given is that each act could be a room in a building, but they're pretty firm on the three act structure, so what happens if I want a building with more than three rooms? Do I need to go through a three act episode every three rooms?
They even address this issue with suggestions that each room could be its own three act episode in some instances, but it really doesn't help in defining the nature of what should be considered an act and what should be considered an episode, and what should just be left as "story mode."
All this wouldn't matter if this was simply a set of guidelines that could be ignored or followed based on the GM's preference, but the problem is that the Rally Points are a game mechanic tied to the structure. At the end of every Act is a Rally Point, during which characters get a minor refresh to their abilities which prepares them for their next encounter. If you drop Rally Points you end up dropping abilities that only trigger during Rally Points, and potentially disrupt the balance of the game.
The whole thing seems to have been a poorly thought out system designed by someone who's taken too many drama classes. Drama and roleplaying have a great many things in common, but they also have a great many differences. Also, roleplaying has far more in common with the improv side of drama, whereas the rigid three act structure has more to do with the more traditional scripted side. There's a word for scripts in roleplaying, it's called railroading, and it's nearly universally considered to be a bad idea. No matter how much the book talks about the gamemaster being prepared to improvise, that advice just doesn't jibe with this Episode/Act structure.
Instead, it just comes across as something else that the GM has to worry about: is this and episode or isn't it? Should I end my act here or not? The GM already has a lot on his plate when running a game, and this just seems to be an extra bit of chore for him to have to deal with.
Fortunately, I see a way that I can adapt the Rally Point idea to my more improvisational style of gamemastering by ditching the drama model and replacing it with a model taken from computer games: the save point. Many of the examples of ending an act involve a change of scene, or the beginning of a confrontation with a major NPC. Whenever this happens in a computer game, the game often "autosaves" the game. By linking these autosave points to the Rally Point, I can more easily apply the concept to my own games, without having to deal with the rigid three act structure, and trying to figure out how it applies to the current situation.
Not that the three act structure is necessarily a bad idea, it's not, but it should be a guideline, not something tied to a game mechanic.
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