High hp totals make combat last longer, an encounters so far were fairly basic with no additional elements (skills, terrain, cover, concealment, elevation, etc). Maybe a more narrative/cinematic approach to combat would work smoother? I was trying to steamline things using existing mechanics, but we might just overthink this whole idea, thinking in rule mechanics. Basically, most enemies go for grapple -> strip -> rape ->maintain, where they could just go grapple -> pin or grapple -> move (with grappled target). It would reduce the available options in battle such as targeting individual tentacles, cleave past them and so on, but then again increased hp pools wouldn't be necesarry and a larger variety of threats/features could be used in each scene to create other options?<br/><br/>As for out of combat RPing, I think the girls needed a bit of warming up to each other first, after all they did start off as strangers. I don't know the background behind Zitka and the gunslinger, but the other player dropping after having an encounter with Fox's character didn't help in that regard either. Then there's my occasional bitching about stuff...thanks for your patience with me ^^<br/>Maybe we could introduce more personal stuff with each "intermission" to RP out. For instance, after this mission, Tess is likely to devote most of her off time to hang around the "victimized" girls, mostly Naia and Zitka to check on them and help them with whatever she can.