Played my first game last night. Overall, it was a very enjoyable experience. However, as is traditional with the internets, I wish to discuss the two things we did NOT like, as opposed to the myriad of things we appreciated. One minor gripe, one major. Prepare for QQ!

I will preface this by saying: It's quite possible we missed something in the rules that would have "solved" either or both issues. If so, GREAT and thanks in advance.
1. Minor gripe. Picking up dropped items.
So Joe Diamond has a buttload of items. He is struck suddenly by Bugs Under my Skin (can't recall the exact name of the card), which results in him dropping pretty much everything in the Foyer. He's in the same space as Gloria, and Ashcan Pete is but one space away.
Now, according to the rulebook (if I'm not mistaken), if either Gloria or Pete wish to pick up anything that has been dropped, they must pick up everything. Collecting dropped items is subject to the normal rule for exploring, as seen on page 9 of the Rules of Play, 1st paragraph, 2nd column: "The player must take each of these cards and place it faceup next to his Character card (to mark that he is carrying it)." The result then is that, if Gloria wishes to pick up the lantern dropped by Joe, she's forced to pick up everything and wait until next turn to devote her action to dropping what she doesn't want. All players involved thought this was very silly. I can appreciate why it works that way for exploring a room with a face-down exploration deck ... but dropped cards (left face-up) ...?
It was quickly house ruled that players are permitted to choose which specific items to collect when "exploring" for cards that have been dropped. Thoughts?
2. Major gripe. Why don't monsters have to "evade"? This was a BIG point of contention.
*** BEWARE OF SPOILERS ***
We ended up with House Lynch 1A, resulting in Walter (a named Maniac) running amok. To win, the investigators had to kill Walter, a genuine badass rocking somewhere in the neighborhood of 18 wounds. He was accompanied by an entourage which included a second maniac and a zombie.
Long story short, the Keeper decided it was best to play hide and seek with Walter, running him away from investigators at every opportunity. This forced the intrepid team to give chase, which resulted in a ridiculous amount of horror checks along the way (each and every time Walter and his crew would slip by, escaping through a door, the team would follow, enter the new room; horror checks all 'round). Used in combination with several dark rooms, this effectively killed the game for the investigators as they became more and more frustrated with two things: The crazy amount of horror checks and (more importantly) Walter's ability to escape without consequence.
Numerous times, Walter and his buddies would move through our three investigators, exiting the door they had just entered. The investigator team was powerless to stop them, forced to step aside, allowing them to pass. The players were instantly annoyed that Walter was not subject to some form of evasion test, especially in a scenario where the death of a powerful named monster was their only chance for victory. Consider also that Walter is an axe-wielding maniac and it becomes more difficult to justify his running and hiding, as opposed to howling, charging and hacking.
On the same token, we had several situations where a monster would pop into a room, shout "Boo!" (causing a terror test), then exit. Joe Diamond, with a pair of pistols, was very irate that he was unable to take a pot shot as the monster turned to leave.
Can't say I blame him.
We intend to test run a house rule next game, which we are calling "Reactive Attacks". If the Keeper chooses to move a monster from a space shared with an investigator, the investigator is allowed one free attack with a weapon of their choosing (using the attack deck as normal). If the Keeper commands a monster (not sharing a space with an investigator) to exit a room containing an investigator, the investigator is allowed one free attack with a ranged weapon of their choosing (using the attack deck, assuming they have line of sight and a weapon with the necessary range). Reactive attacks are voluntary and need not be taken. Per Keeper turn, ONLY ONE reactive attack per investigator is permitted. We may add a negative modifier to this attack, to be determined after testing.
In our estimation, this will have numerous positive effects on the game.
- No more monster peek-a-boo unless willing to take a bullet.
- It would allow certain characters to make themselves useful in a situation where the Keeper wishes to ignore them. Joe went nuts and the Keeper wanted him alive; at least Joe would've been able to shoot a monster in the back as it snubbed him to pursue juicier meat in the next room. It also would've given Gloria a chance to karate chop a zombie in the hind quarter as it shuffled past in pursuit of Ashcan, as she is but a useless old woman with no spells and no items and no, the Keeper doesn't want to kill her as that would allow the players to introduce a new character with a Tommy gun (bad for Walter).
- It would introduce another level of strategy to movement. Suddenly, investigator placement is more important. The Keeper is still permitted to move monsters away, but only after considering the potential consequences of doing so. Also, the Keeper is now more aware of the weapons each investigator is carrying. I can "Boo!" a guy with no gun but maybe I avoid playing whack-a-mole with the shotgun toting professor.
- Most importantly, monsters would be more likely to act according to character. Once cornered, Walter would probably opt to stand and fight like a good psycho instead of triggered three reactive attacks each time he attempts to escape from the three pursuing investigators now blocking his only exit. The zombie would seriously consider eating Gloria, as she is the closest fresh meat and that's what zombies do.
Maybe this will break the game, we don't know. However, the situation resulted in enough frustration and ill will that a heated discussion began immediately following the inevitable Keeper event card victory. Investigators are forced to roll for evasion, why are monsters free to escape without hindrance? Clearly, the problem was a product of our circumstances; House Lynch 1A, investigators forced to chase and engage a durable monster in a game where combat is not meant to be the focus. Add to that a Keeper more concerned with winning than with telling a good story and you've got a situation.
I'd appreciate any input from more experienced players. Better yet, please please please direct me to the page number and paragraph outlining a pertinent rule we've missed. I'd perfer that to a house rule any day!
Cheers! 



forum and reading comprehension.