Overall, I agree with your points. Things need to stay moving, but time needs to be given to allow everyone a chance to put in a post. Conversations in particular have been and will continue to be a problem in PBP, but at the same time, the "playing" part of role-playing is largely dialogue and conversation. I understand how intimidating it can be to come back after even 12 hours and see 15 or 30 post in a thread, but I tend to think that it's part of the price of having an active, dynamic and long lived game. Scenes that involve just two (or three) characters that doesn't really advance the story might do better to be taken to a side thread (or a dozen or more), partiuclarly those that deal with intimate acts.<br/><br/>I admit that I am a frequent poster andd I'm trying hard to curb that tendency and allow time for others to get into the act, so to speak. Unfortunately, I firmly believe that a big part of character development is conversation and not everyone in interested in it; it can slow a game down.<br/><br/>I do agree that the time between the familiar post was very short and care needs to be taken  to not overwhelm the players by moving too fast. In this partiuclar case, I tend to think that it was in regards to a specific question that ultimately was a quick conversation and the options were. "Stay put." "Go home." or "Keep moving." I'm not sure how much time needs to be taken for this kinda decision, but everyone has a right to put in their thougths. I have a bad time with names, for a variety of reasons, and haven't yet associated who is who in character. I'm working onit though.<br/><br/>A posting time frame during an encounter IS very important however. I lean heavily toward a 48 to 72 hour system. The GM post results, players have a set number of hours to respond before the nxt GM post. I'm fully in favor of the GM NPCing a character to adjust for events during a round if either events change what the player wanted to do, or the player doesn't respond in time. A set of "standard" actions may be useful in this regard, but perhaps PMing these may be easier to organize them. If you want to attack, or flank bad guy #1, but bad guy #1 is dead by the time you get to make an attack, the GM might take the move to another bad guy that would give a similar opportunity. Wren is built to fight this way; either supporting another player by flanking, or by fienting a bad-guy to get some small benefit to a sneak attack. This where she would be most effective and pretty much what she'll always do. Hell, giving a brief idea of "standard" tactics may help to help each other and be more effective in battle.<br/><br/>Anyway, got off topic there. I've rambled enough with no sleep, so I'll bring this to a close now. lol