Help · help group

group

Same text as in-game help group.

Play in your browser Help index

group -- your follow / beckon party

Anyone you are follow-bonded with is in your Group: ordinary follow, beckon companion duty, pack glue, and hunt partners all share the same bond. Room look tags those mates with (Group) after their name -- e.g.
Dean sees Sam(Group). The prompt lists only mates in your room or vehicle ([Sam, Dean] with the default %Gr); apart mates stay on group (marked apart) until they catch up or the bond clears.

How you play
  1. follow <name> or beckon <name>   form the party
  2. group                            roster + what the group wants
  3. group merge <name>               fold your group into theirs
  4. group front | group back         set YOUR display row
  5. group leave confirm              follower: split off the party
  6. group disband confirm            leader: break the whole party
  7. unfollow confirm                 same as group leave confirm

Merge: your party joins theirs -- everyone you lead follows their leader. Live leaders must party accept; Echo / idlemode close ties auto-join (help beckon).

Movement (one unit)
  Only the group leader may walk, enter, exit, or walk <place>. Everyone else is pulled into the same room in unison. Cosmic leaders (Angel teleport, Demon dteleport/gate, God grace travel, realmhome) whisk colocated mates along the same hop -- mortals take brief [NAUSEATED] travel sickness. Gods may snap apart followers without contact; Angels and Demons only whisk mates in the same room. Ward and sanctuary gates apply per follower; blocked mates stay behind. If someone is left behind, Echo / idlemode followers Cadence-rush to catch up (soft hunger and the like wait; CRITICAL survival still peels). After a short grace window the party disbands (follow or beckon again). A live leader alone with every mate apart disbands faster (~one minute). Reconnecting while apart clears the bond immediately. After five left-behind splits with the same person, both of you go solo toward each other for one game-day -- Cadence will not regroup you until then (you can still type follow / beckon on purpose). Same vehicle counts as together
  (cabin + curb). Strong hunger / thirst / sleep / hygiene is handled
  together: the leader runs the errand and followers stick until you split off on purpose.

Roster lines look like:

  Dean  100/100hp - Front Row (you)
  Sam   85/100hp - Back Row

  Group wants: food — Sam is hungry.
    Lead them to food (diner / buy / eat).

When a mate hits SEEK hunger / thirst / energy / hygiene, the sheet shows that shared errand so a live or idlemode leader can walk them there
(burger rule). You also get a one-time [Group] tell when that need first appears (or changes). Cadence Echo leaders run the same convoy without the tell.

Front / Back Row is display-only for now (formation combat later). It does not change hit targeting yet.

The leader is whoever sits at the top of the follow chain. Moving the leader pulls the rest in the same step (help follow). Pack Cadence
(Sam/Dean, Scooby) uses the same Group when Obligation reunites them.