party -- invite friends before you dungeon run A party is the same follow-tree group as help group -- party just adds the invite handshake other MUDs use so nobody is surprised when you glue together. How you play 1. party invite <name> ask someone in your room (leader only) 2. party accept they join; party decline to refuse 3. party roster + pending invites 4. party leave confirm split off (followers) 5. party disband confirm break the whole party (leader) Group merge group merge <name> folds your follow party into theirs (you and anyone you lead follow their leader). Live party leaders must type party accept; Echo / idlemode close ties auto-join like beckon. Dungeon runs Stand together at the hunt board. The party leader types 'dungeons' then 'dungeons take <id>' (add epic when overlevel). Everyone colocated in the room or vehicle gets the same dispatch. Under-level mates on an epic run can still enter as partners. The leader's taxi or charter pulls colocated party mates along. Two or more party mates at the dungeon mouth spawn a private copy of the zone (normal runs scale to average party tier; epic uses the leader's tier). Strangers cannot walk into your instance. Movement: only the leader walks, enters, or taxis -- mates are pulled along (help group more). You can still type bare follow without an invite if you both agree out of band. See also: help group | help follow | help dungeon | help beckon