Hi everyone.<br/><br/>I'm sorry I had to take a break but life was being an idiot. It still is... I'm just coping with it a little bit better.<br/><br/>I've been back at E a while but only playing in simple games where I don't need to think, and simple games where I don't need to think is what I need more of. That being said, this one isn't one of those due to its huge posts, slow pace and fairly complex structure.<br/><br/>Please may I suggest something?<br/><br/>Can we cut to the chase if that idea has any support? What's been happening so far is all introduction as I see it and I said back on page one of this discussion that I didn't really enjoy those sorts of games that are like the opening chapters of 'The Stand', where the characters don't get together for ages. I still feel like we are still at that stage and continuing in that vein holds little appeal for me, I have to be honest and admit that.<br/><br/>Can we do a big cut and get most of the players together somehow, or at least get them into two groups perhaps and have them begin to react to the situation instead of just running?<br/><br/>I'm ready to post but the scene in the hospital is another of those irrelevant padding bits I think. Syeda's condition is irrelevant, her injury was just a device to get us to this point (she was actually trampled on in the rush to get out of the school auditorium and my thought was she has some internal injuries), so right now my tendency is to leave the NPCs to be with Syeda and plant Su outside the hospital with Cal and Mike and say "Okay, now what?"<br/><br/>So... assume that is my post ;)<br/><br/>This game needs some incentive for the characters to be in the action I think, the whole logic so far has been 'run, run, run away' and I'd like to write posts involving something different. Also, key for me now is shorter posts too. Sorry.<br/><br/>What do people think?