The many, many subsystems of D&D-based systems irks me. This is probably from not playing D&D-based games for a long time, and playing GURPS. GURPS has a very consistent rolling system - you roll low for skill checks, roll high for effect. Want to hit a person? Roll low. Want to kick down a door? Roll low. Want to do damage? Roll high. Want to see how much this guy likes you? Roll high.
D&D - especially AD&D - is a real mishmash of resolution systems. It doesn't really have to be, though. D&D is very consistently "roll high" in its basic checks - to hit, damage, reactions, stat generation, saving throws. Here is one subsystem - opening doors - that could easily be changed to a single approach.
This was sparked by Doug Cole getting an (incorrect) epiphany during our S&W game. He said, "Oh, so Open Doors is based on your ST bonus?"
No, it's not.
But it could be.
Using S&W Complete as a base:
Open Doors: Stuck doors open on a 5+ on a 1d6 roll. Add your Damage bonus or penalty to this roll. Locked or especially badly stuck doors may require a 6+. Easy to open doors may give a bonus of up to +5 (automatic for ST 3+). Magically held or locked doors, heavy portcullises, and bars that need bending may require a much high roll: 7+, 8+, or more. If multiple PCs cooperate, add their damage bonuses together. Normal sized doors generally only have room for one character, but very big doors or portcullises might have room for 2 or more!
Example: Weak Willie has STR 4, and a -1 damage modifier. He needs to roll a 6 to open a normally stuck door. He cannot open a locked or magically held door at all. Strong Sam has STR 18, and needs only a 2+ to open normal doors. A magically held door that needs a 8+ would still open for him on a 5 or 6!
This more-or-less matches the Open Doors numbers for ST. It gets rid of a stat line entry (you don't need an open doors roll) and as long as you know your damage bonus you know what to roll for a given door. DMs can write door numbers pretty easily, too. "Door (5)" or "Door - Magically held (7) or Weakly Held Door (3)." You can handle bend bars/lift gates the same way. Just give them a number. No more lookups, no more "what's my Open Doors roll? What's my Bend Bars roll?" - it's just "roll 1d6, add your STR damage bonus."
Games like AD&D, though, don't take to this system very well, because you get situations like STR 16, 17, 18, and 18/01-50 all having open doors of 1-3 but damage bonuses of +1, +1, +2, and +3. For a game like thatm you might want to just replace the system with the one above, or use the "to hit" bonus, with a minimum of a 1 in 6 chance to open normal doors. Since to hit goes from -3 (and you've put in a floor of 6+ always succeeds for a normal door) to +3 (which matches the 1-5 of 18/00) you're going to get consistent results.
Anyway, that's one small change you can make to start to put D&D-based systems on a consistent "roll high" basis, and get a scalable and easy to remember system out of the existing damage bonuses built into the system.
Old School informed GURPS Dungeon Fantasy gaming. Basically killing owlbears and taking their stuff, but with 3d6.
Monday, June 30, 2014
Sunday, June 29, 2014
Alien Menace, Session 4
What happened to Session 3? I missed it. You can see Doug's writeup here.
We started out on Earth.
Long story short, one of the scout teams the company sent out found an alien structure. Instead of avoiding it and calling in a strike team, they went in. They didn't come out.
So we went to a) pick up the car from the airport (aka retrieve the scout craft) and b) to find out what happened to the scout crew.
We landed near the scout craft and moved in - nothing. So we spent a good number of hours checking the craft, checking the sensors, running analysis, etc., especially since we saw nothing but the structure and the craft.
Once the craft was secure, we checked out the structure. It looked grown, not built. So, naturally, we put a burst into its sphincter-like door with the landing craft's 25mm automatic cannon. They blew right through and nothing responded.
We headed in. We explored a twisted, and clearly emptied, structure. Eventually we found one of the scouts - well, we found a boot sole and some dust. After careful examination, we decided the dust was the scout. We also found what seemed like a slug trail. So the watchword was, "'ware slugs!"
All I could think of was that iconic smoking boot picture from Paranoia.

We proceeded along, until we came to another smoking dust pile that used to be a human, and then into a large room. A.B. was the doorkicker by dint of having the heaviest armor (10d worth, hardened!). 20 yards away he saw a huge slug. BLAMBLAMBLAMBLAMBLAM. Full auto burst from the hip, not even looking down the reflex sight. The +2 for 12 rounds canceled little of the -7 for range, but still two rounds hit for 21 and 23 damage. It exploded in a cloud of green stuff. Expanding green stuff.
I yelled, "Run!" and we did. We sealed that door and retreated past the next door and waited.
Eventually, the more science-oriented team members gathered up some samples of the green cloud once it settled, but it cost us a suit of armor. We explored the whole complex, and found it had been stripped. We took samples and headed back.
On the way to the jump point, our scientist spotted a destroyed-sized craft. Luckily we caught it on passive scans, and it didn't hassle or chase us. It was heading to some planet A.B. didn't care about so he stopped listening. We went our separate ways and returned to earth.
Phase 2 of the mission was in Peru, where a village/town was depopulated in what looked to be a similar attack to the green gas/eater swarm we'd run into on Planet B. We headed there and had a preliminary flyover done, as we got ready to go investigate.
That's when the session ended.
***
Overall, I had fun, although I'm more generally interested in shooting than investigating. We did make lots of Ghostbusters jokes, of course.
The lack of a ping feature on the FG system was annoying. The customized "Alien Menace" layout was cool, though, and much appreciated.
The only question now is, do we use our hunters to investigate or do we get more scout-like guys for the scouting missions? It's an open question at this point.
We started out on Earth.
Long story short, one of the scout teams the company sent out found an alien structure. Instead of avoiding it and calling in a strike team, they went in. They didn't come out.
So we went to a) pick up the car from the airport (aka retrieve the scout craft) and b) to find out what happened to the scout crew.
We landed near the scout craft and moved in - nothing. So we spent a good number of hours checking the craft, checking the sensors, running analysis, etc., especially since we saw nothing but the structure and the craft.
Once the craft was secure, we checked out the structure. It looked grown, not built. So, naturally, we put a burst into its sphincter-like door with the landing craft's 25mm automatic cannon. They blew right through and nothing responded.
We headed in. We explored a twisted, and clearly emptied, structure. Eventually we found one of the scouts - well, we found a boot sole and some dust. After careful examination, we decided the dust was the scout. We also found what seemed like a slug trail. So the watchword was, "'ware slugs!"
All I could think of was that iconic smoking boot picture from Paranoia.
We proceeded along, until we came to another smoking dust pile that used to be a human, and then into a large room. A.B. was the doorkicker by dint of having the heaviest armor (10d worth, hardened!). 20 yards away he saw a huge slug. BLAMBLAMBLAMBLAMBLAM. Full auto burst from the hip, not even looking down the reflex sight. The +2 for 12 rounds canceled little of the -7 for range, but still two rounds hit for 21 and 23 damage. It exploded in a cloud of green stuff. Expanding green stuff.
I yelled, "Run!" and we did. We sealed that door and retreated past the next door and waited.
Eventually, the more science-oriented team members gathered up some samples of the green cloud once it settled, but it cost us a suit of armor. We explored the whole complex, and found it had been stripped. We took samples and headed back.
On the way to the jump point, our scientist spotted a destroyed-sized craft. Luckily we caught it on passive scans, and it didn't hassle or chase us. It was heading to some planet A.B. didn't care about so he stopped listening. We went our separate ways and returned to earth.
Phase 2 of the mission was in Peru, where a village/town was depopulated in what looked to be a similar attack to the green gas/eater swarm we'd run into on Planet B. We headed there and had a preliminary flyover done, as we got ready to go investigate.
That's when the session ended.
***
Overall, I had fun, although I'm more generally interested in shooting than investigating. We did make lots of Ghostbusters jokes, of course.
The lack of a ping feature on the FG system was annoying. The customized "Alien Menace" layout was cool, though, and much appreciated.
The only question now is, do we use our hunters to investigate or do we get more scout-like guys for the scouting missions? It's an open question at this point.
Saturday, June 28, 2014
S&W in the Southern Reaches: Session 6 - Castle of the Mad Archmage 3 - Norkers & Teleporters
We played in Erik Tenkar's S&W game at long last on Friday night. For a better, more detailed summary, check out Doug "Rul" Cole's summary here.
PCs
Minister, Half-Elf Cleric/Magic-User (lvl 3/3) (Tim Shorts)
Mirado the Slow, Human Fighter (lvl 4) (me)
Rul Scararm, Human Fighter (lvl 4) (Douglas Cole)
Bello the Dwarf, Dwarf Fighter (lvl 2) (Chris Maler)
We returned to the Castle of the Mad Archmage, this time with Bello the Dwarf, who was going to join us before but who was lost due to connection issues. We joked he'd stopped to tie his shoelaces and only now had finished and caught up.
We entered, passing two teens with sticks who were counting adventurers going in for taxing by the mayor. Mirado asked, "Are you coming?" They refused. More fools they than us.
We went right down to level 3, because a) we scored well there last time and b) the dungeon kept putting us back down to level 3.
The first thing we did was blunder into a pit, which Mirado fell into. He suffered little damage but only because he avoided the poisoned spikes at the bottom. He climbed out and we moved on, tapping with a spear in front of us.
We explored and found a "maze of twisty passages, all alike" and fought some skeletal dogs. We found little of interest except
a room with flaming freaking rolling barrels in it. No clue how it reloads, which led us to decide it was the honor system - you're supposed to reset the trap for the next folks. We didn't, though. and moved on to some doors we'd bypassed. From then on, it was doors over escape or passages, every time. We kicked down a few, crowbared open a locked one (and got surrounded with some weird mist that didn't seem to harm us), and in one, the group moved in as Mirado watched from the hallway. The group suddenly disappeared. They didn't answer Mirado's hail. So, he decided it was a teleporter and - since the group did the same for him - went in.
We found ourselves turned around, but the dwarf knew map north so we were good. We explored around the teleporter area, and found signs of a wizard - an inlaid silver conjuring circle, a not-well-hidden-enough spellbook (score!), and then a wizard and his mail-armored cronies.
We were surprised, and the swordsmen laid into Mirado and the wizard disappeared. His spellbooks had included invisibility, so it must have been that. We finally countered and Mirado cut one of the swordsmen, before Minister put them to sleep. The wizard had escaped out a side passage, and Mirado couldn't find him. We headed back to the room and searched until we heard a shouted curse.
Aha! Mirado and Rul charged back to the room with the hidden spellbook niche. We slammed into an invisible mage, and after some desperate (and mostly hapless) grappling, we got him down under Mirado. We set to with daggers until the mage died an ignominious death.
We went back and Mirado, run by a player in a bad mood, killed the swordsmen just to get 2 HP back.
Somewhere around this time, we found a room full of rats who had 2000 cp. Of course. We took it.
We explored more, and kicked down one door that was especially fun:
Inside were some norkers.

Mirado shouted with joy and we attacked. They died rapidly. The next room had more norkers, and they died too - so far, 10 down. 10 more charged us from another room, right into Minister. His sleep spell put 3 down, and they broke and ran. We briefly considered pursuit but then decided a) we can't map and b) they don't have pockets and therefore no real loot. We took their silver (poorly hidden) and left.
We explored more - despite not being 100% sure where we were, we prioritized doors over escape. We dealt with a few of them - including a number of those little dwarf doors. One had a trap of some kind going, but we never did figure it out. We fought more things, including camel spiders (big ones) and some really tough skeletons Minister couldn't turn but Rul could chop apart with his undead-slaying sword.
We took their golden gorgets and pried open the sarcophagus they guarded. Inside was a mummy with nice boots and a gold necklace.
Mirado grabbed the mummified corpse's boots and blew a Saving Throw (despite Luck, good Con, and a Ring of Protection). That got him turbo-rot (aka hyper-leprosy, aka mummy rot) and a pair of Boots of Elvenkind. In normal circumstances, I'd have given them up to, say, the guy who needs to sneak the most. But no way, it cost Mirado 1100 gp for Cure Disease so I figured he'd more than paid for the boots.
We simply headed back to town after that, easily connecting back up with our escape route and getting to the surface. The two teens were dead, throats slit, so Mirado marked two notches in the ground for them and we went to town. They should have come with us.
Notes:
"Honor the arrow." One door had an arrow symbol on it with no explanation. One-way door, maybe? Erik ruled it was a normal door that opened out. So we went on through. By Gygax, we honor the arrow!
I was in a grumpy mood, which might explain the relentless murder. Guys Mirado would have spared died because I just wasn't having a good week. As the man said, so it goes.
I love norkers. Mirado even shouted, "I love norkers!" just before we killed the first bunch. Lucky for us, their morale cracked when faced with a plate-armored cleric/magic-user putting them to sleep. That combined with my terrible initiative rolls lead to 3 PC re-names right there.
We found a spellbook, some cash, and the Boots, a set of Bracers of AC6 (or +4, maybe) (sold!) and like 800 gp or so each counting the sales. But that's it. We've done very poorly for loot and especially for magic items so far. I came into the castle with a magic sword, a magic ring, and some money. I've got less money than when I started and a pair of elven boots. Oh well, it just feels a little poorer than smaller adventures tend to be. Interesting.
I was rolling very poorly, very often. It was rare for me to hit, infrequent to cleave, and frequently I did miniscule damage. I'm not sure why. I'd roll 6s on doors and 1s on initiative. Annoying. I even rolled only a 4 (on two tries!) for my HP, making my new HP 38, the only time I've gotten less than 8 hp per level. I was at 34 at 4th level with a +1 CON bonus, which is 36 HP max. I'm still doing okay, though.
Some gripes.
Teleporter - this was fine, but like a lot of the traps. etc. and other encounters, it feels very . . . random. I don't feel like, "I should have seen it coming" so much as "Oh, yeah, some rooms teleport you and some hallways have deathtraps." I really understand what Courtney means about telegraphing traps so I can make some kind of informed decision. I'd rather say, "Ok, I brought that on myself" than "sometimes you search a room and there is treasure, sometimes you search a room and you teleport away."
D&D based games have too many subsystems. Roll high for this, low for that, but high for this, and percentage for that. It's annoying. I have some suggestions I'll codify into a post this coming week.
PCs
Minister, Half-Elf Cleric/Magic-User (lvl 3/3) (Tim Shorts)
Mirado the Slow, Human Fighter (lvl 4) (me)
Rul Scararm, Human Fighter (lvl 4) (Douglas Cole)
Bello the Dwarf, Dwarf Fighter (lvl 2) (Chris Maler)
We returned to the Castle of the Mad Archmage, this time with Bello the Dwarf, who was going to join us before but who was lost due to connection issues. We joked he'd stopped to tie his shoelaces and only now had finished and caught up.
We entered, passing two teens with sticks who were counting adventurers going in for taxing by the mayor. Mirado asked, "Are you coming?" They refused. More fools they than us.
We went right down to level 3, because a) we scored well there last time and b) the dungeon kept putting us back down to level 3.
The first thing we did was blunder into a pit, which Mirado fell into. He suffered little damage but only because he avoided the poisoned spikes at the bottom. He climbed out and we moved on, tapping with a spear in front of us.
We explored and found a "maze of twisty passages, all alike" and fought some skeletal dogs. We found little of interest except
a room with flaming freaking rolling barrels in it. No clue how it reloads, which led us to decide it was the honor system - you're supposed to reset the trap for the next folks. We didn't, though. and moved on to some doors we'd bypassed. From then on, it was doors over escape or passages, every time. We kicked down a few, crowbared open a locked one (and got surrounded with some weird mist that didn't seem to harm us), and in one, the group moved in as Mirado watched from the hallway. The group suddenly disappeared. They didn't answer Mirado's hail. So, he decided it was a teleporter and - since the group did the same for him - went in.
We found ourselves turned around, but the dwarf knew map north so we were good. We explored around the teleporter area, and found signs of a wizard - an inlaid silver conjuring circle, a not-well-hidden-enough spellbook (score!), and then a wizard and his mail-armored cronies.
We were surprised, and the swordsmen laid into Mirado and the wizard disappeared. His spellbooks had included invisibility, so it must have been that. We finally countered and Mirado cut one of the swordsmen, before Minister put them to sleep. The wizard had escaped out a side passage, and Mirado couldn't find him. We headed back to the room and searched until we heard a shouted curse.
Aha! Mirado and Rul charged back to the room with the hidden spellbook niche. We slammed into an invisible mage, and after some desperate (and mostly hapless) grappling, we got him down under Mirado. We set to with daggers until the mage died an ignominious death.
We went back and Mirado, run by a player in a bad mood, killed the swordsmen just to get 2 HP back.
Somewhere around this time, we found a room full of rats who had 2000 cp. Of course. We took it.
We explored more, and kicked down one door that was especially fun:
Inside were some norkers.

Mirado shouted with joy and we attacked. They died rapidly. The next room had more norkers, and they died too - so far, 10 down. 10 more charged us from another room, right into Minister. His sleep spell put 3 down, and they broke and ran. We briefly considered pursuit but then decided a) we can't map and b) they don't have pockets and therefore no real loot. We took their silver (poorly hidden) and left.
We explored more - despite not being 100% sure where we were, we prioritized doors over escape. We dealt with a few of them - including a number of those little dwarf doors. One had a trap of some kind going, but we never did figure it out. We fought more things, including camel spiders (big ones) and some really tough skeletons Minister couldn't turn but Rul could chop apart with his undead-slaying sword.
We took their golden gorgets and pried open the sarcophagus they guarded. Inside was a mummy with nice boots and a gold necklace.
Mirado grabbed the mummified corpse's boots and blew a Saving Throw (despite Luck, good Con, and a Ring of Protection). That got him turbo-rot (aka hyper-leprosy, aka mummy rot) and a pair of Boots of Elvenkind. In normal circumstances, I'd have given them up to, say, the guy who needs to sneak the most. But no way, it cost Mirado 1100 gp for Cure Disease so I figured he'd more than paid for the boots.
We simply headed back to town after that, easily connecting back up with our escape route and getting to the surface. The two teens were dead, throats slit, so Mirado marked two notches in the ground for them and we went to town. They should have come with us.
Notes:
"Honor the arrow." One door had an arrow symbol on it with no explanation. One-way door, maybe? Erik ruled it was a normal door that opened out. So we went on through. By Gygax, we honor the arrow!
I was in a grumpy mood, which might explain the relentless murder. Guys Mirado would have spared died because I just wasn't having a good week. As the man said, so it goes.
I love norkers. Mirado even shouted, "I love norkers!" just before we killed the first bunch. Lucky for us, their morale cracked when faced with a plate-armored cleric/magic-user putting them to sleep. That combined with my terrible initiative rolls lead to 3 PC re-names right there.
We found a spellbook, some cash, and the Boots, a set of Bracers of AC6 (or +4, maybe) (sold!) and like 800 gp or so each counting the sales. But that's it. We've done very poorly for loot and especially for magic items so far. I came into the castle with a magic sword, a magic ring, and some money. I've got less money than when I started and a pair of elven boots. Oh well, it just feels a little poorer than smaller adventures tend to be. Interesting.
I was rolling very poorly, very often. It was rare for me to hit, infrequent to cleave, and frequently I did miniscule damage. I'm not sure why. I'd roll 6s on doors and 1s on initiative. Annoying. I even rolled only a 4 (on two tries!) for my HP, making my new HP 38, the only time I've gotten less than 8 hp per level. I was at 34 at 4th level with a +1 CON bonus, which is 36 HP max. I'm still doing okay, though.
Some gripes.
Teleporter - this was fine, but like a lot of the traps. etc. and other encounters, it feels very . . . random. I don't feel like, "I should have seen it coming" so much as "Oh, yeah, some rooms teleport you and some hallways have deathtraps." I really understand what Courtney means about telegraphing traps so I can make some kind of informed decision. I'd rather say, "Ok, I brought that on myself" than "sometimes you search a room and there is treasure, sometimes you search a room and you teleport away."
D&D based games have too many subsystems. Roll high for this, low for that, but high for this, and percentage for that. It's annoying. I have some suggestions I'll codify into a post this coming week.
Friday, June 27, 2014
Thursday, June 26, 2014
The Good, The Bad, and the Serendipitous
If you ever need inspiration for using the Serendipity advantage in (cinematic) play, look no further than The Good, The Bad, and The Ugly.
Here is a partial list of things that happen in the movie that could qualify as Serendipity uses:
- you're about to die and the plot comes a-rollin' in, in a wagon with a clue to a treasure.
- there is a friendly mission nearby to nurse you back to health.
- there is a cannon nearby, loaded, ready to fire.
- you unloaded his pistol while he was asleep.
- you just happen to hear and recognize someone's gun sound during a lull in nearby combat.
- you've got a couple shovels, which you didn't specify you were carrying.
and my favorite:
- a cannonball hits the hotel, enabling you to escape the noose.
The movie is full of great lines, scenes, and moments, but it's just an end to end trove of "I use Serendipity" moments. The extended version (recommended) has even more.
Here is a partial list of things that happen in the movie that could qualify as Serendipity uses:
- you're about to die and the plot comes a-rollin' in, in a wagon with a clue to a treasure.
- there is a friendly mission nearby to nurse you back to health.
- there is a cannon nearby, loaded, ready to fire.
- you unloaded his pistol while he was asleep.
- you just happen to hear and recognize someone's gun sound during a lull in nearby combat.
- you've got a couple shovels, which you didn't specify you were carrying.
and my favorite:
- a cannonball hits the hotel, enabling you to escape the noose.
The movie is full of great lines, scenes, and moments, but it's just an end to end trove of "I use Serendipity" moments. The extended version (recommended) has even more.
Lost City of Barakus PDF Received
I backed the The Lost Lands: The Lost City of Barakus from Frog God Games.

It was due in August 2014, but I got a download code yesterday for my S&W version and I was able to log in and download it today.
At a brief glance, it looks good, although I can't take one of the levels seriously - it looks like a three-eyed derp looked at top-down. But otherwise it looks like good stuff.
It was due in August 2014, but I got a download code yesterday for my S&W version and I was able to log in and download it today.
At a brief glance, it looks good, although I can't take one of the levels seriously - it looks like a three-eyed derp looked at top-down. But otherwise it looks like good stuff.
Wednesday, June 25, 2014
How does your group run their party?
So I was thinking about how my group runs their delving band.
My group is:
Pick-Up - Only the players who are there make a given delve. There is a large, amorphous "party" that includes something like a dozen adventurers who have adventured with the group. However, the acting band for a given adventure only includes a selection from the ones who are there.
Close Allies - No intra-party sniping or troublemaking is tolerated. This includes NPCs. No stealing, no running out on the party, no backstabbing.
Piratical - That is, all loot is divided evenly by predetermined shares. Generally this is very even - full and half shares are the only common splits. They are also piratical in the "anarchic commune" kind of sense. No one is really in charge, but if they put someone in nominal lead (Vryce in combat, say, or Galen when scouting) they follow them until that specific situation is done. Otherwise, do what you like.
Practical - the person best able to use a piece of gear is given that gear, if they are around. It's extremely common for, say, someone to be given the lion's share of the magical/special treasure if that person can make the best use of it. However, if you're a mace-master and miss the session with the magic mace, well, we sold it. Sorry. NPCs sometimes get the shaft, if they're hireling types, but not always.
The best person to do a given job does that job, too, for the benefit of all. If they also gain some side benefit from that (the Wealthy guy taking a commission, the door-kicker claiming the best armored boots, the mage getting extra mage-only items) then that's fine, just as long as it's perceived to be a reasonable benefit.
Motto: All For One and One For All - If they had a motto, this would be it. The group splits up the loot, sticks to their friends thick and thin, and prizes fairness and success as a group over success as individuals.
How about your groups? How do they run things?
My group is:
Pick-Up - Only the players who are there make a given delve. There is a large, amorphous "party" that includes something like a dozen adventurers who have adventured with the group. However, the acting band for a given adventure only includes a selection from the ones who are there.
Close Allies - No intra-party sniping or troublemaking is tolerated. This includes NPCs. No stealing, no running out on the party, no backstabbing.
Piratical - That is, all loot is divided evenly by predetermined shares. Generally this is very even - full and half shares are the only common splits. They are also piratical in the "anarchic commune" kind of sense. No one is really in charge, but if they put someone in nominal lead (Vryce in combat, say, or Galen when scouting) they follow them until that specific situation is done. Otherwise, do what you like.
Practical - the person best able to use a piece of gear is given that gear, if they are around. It's extremely common for, say, someone to be given the lion's share of the magical/special treasure if that person can make the best use of it. However, if you're a mace-master and miss the session with the magic mace, well, we sold it. Sorry. NPCs sometimes get the shaft, if they're hireling types, but not always.
The best person to do a given job does that job, too, for the benefit of all. If they also gain some side benefit from that (the Wealthy guy taking a commission, the door-kicker claiming the best armored boots, the mage getting extra mage-only items) then that's fine, just as long as it's perceived to be a reasonable benefit.
Motto: All For One and One For All - If they had a motto, this would be it. The group splits up the loot, sticks to their friends thick and thin, and prizes fairness and success as a group over success as individuals.
How about your groups? How do they run things?
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