General parties

In keeping with Dartmud's teamwork theme, it is possible to form groups in which you may travel and engage in combat. These "parties" may consist of anywhere from two adventurers to the entire population, if you can get them to stand still long enough.

The commands:

join name - Ask the named individual if you can join their party. They must be in the same room with you. Note that you must not already been in a party.

admit name - Allow someone who has asked you to join the party. As above, they must be in the same room.

row number - Move to the specified row of the party. Ideally, strong fighters should be in row 1, pikemen (users of polearms) in row 2, projectile weaponists and offensive casters in row 3, and defensive casters and healers further back.

show party - Shows a list of the current party members and their position in the rows.

show parties - Show all parties in the room.

leave party - Remove yourself from your current party.

lead where - Allows a party member to 'lead' the party somewhere. The group will move in 'party order', so those in the front rows will move before those in later rows regardless of who gives the command.

When you are in a party, and you are attacked or are attacking something, the people in row 1 bear the brunt of the attack, leaving the other ranks to attack or do their business unimpeded. Casters should note that it is nearly impossible to cast a spell (healing or armor or whatever) on an individual who is in combat unless you are partied with them.

While fighting, you may move back and let someone else fight while you recover (note that you will take a parting blow from your opponent(s) as you do this, so don't leave it too late. Also note that if there are not enough people in the front row to block the attacker(s) on you, you will not be able move back). This makes the party system equally useful for two fighters working together as for the traditional party of fighters, pikemen, bowmen, and casters.

Parties will generally benefit from some planning and forethought before diving into the attack. Your leader should consider what happens if someone is hurt or killed, what to do if some party members can't see in the room of your destination, what your escape route will be, and how to divide the loot.

Also, be aware that the monsters can party just as well as the adventurers.

Finally, you cannot hide while in a party. If you wish to employ stealth skills, you must forsake the protection that a party gives.

11/93 by Raven, 3/95 by