group detail (Group)



GROUPS (TEMPORARY PARTIES)

A group is an ordinary temporary party -- players team up, cooperate,
and disband when they're done. It has no treasury, no reputation of
its own, and no permanent identity. Quick Ops calls a group doing an
Operation a "Crew", but it's the same thing described here.

CREATING AND JOINING

    group create <name>       start a new PUBLIC group
    group private <name>      start a new group that stays off the
                               public list (an in-character "private
                               crew registration" -- otherwise works
                               exactly the same)
    group invite <character>  (leader only) invite someone
    group accept <name>       accept a pending invitation, by the
                               group's name or the inviter's name
    group decline <name>      decline a pending invitation

You can belong to only one active group at a time. Accepting a new
one, or being invited again, requires leaving or disbanding your
current one first.

SEEING WHO'S OUT THERE

    group list                list every PUBLIC group right now,
                               numbered
    group list <#>             see one public group's leader and
                               member count
    group                      with no further words: shows YOUR
                               group's full roster, or your pending
                               invitations if you aren't in one

LEADING

    group kick <character>    (leader only) remove a member
    group leader <character>  (leader only) hand off leadership
    group leave                leave voluntarily. If you were the
                               leader, leadership passes automatically
                               to whichever remaining member joined
                               earliest -- a group is never left
                               leaderless.
    group disband              (leader only) end the group immediately

WHAT GROUPING DOES NOT DO

Joining a group never teleports you anywhere, never shares inventory,
never unlocks a door for you, and never gives you someone else's
Fixer introduction or Contact reputation. You're still a separate
Character with your own location, injuries, and belongings. An
unrelated passer-by can still walk into wherever your group is
working, same as anyone else.

General