The group dynamics for any roll playing group can make or break any adventure. The people you play with, the interactions, the banter, and the group vibe can draw in new interested members, or turn people away. It is three to four hours of jokes, mayhem, and encouraging each other to do the most ridiculously stupid things possible.
The group I have played with has been filled with deep belly laughs and nights spent discussing the best Start Wars fan movies. (hint: “Troops” tends to be a favorite of the group) I say that as a magic user who doesn’t know how to control the magic. That is important to know because I have charmed, blasted, or put to sleep everyone at one point or another. All the the grand cheers of the group. When everyone in the party is yelling “CAST FIREBALL,” in closed quarters, what is a man (or dragonborn) supposed to do? Now, while all their avatars are on fire, the group cheers. That is followed by a 45 minute in depth conversation about back blast effect. That, my friends, is a fun party.
I conceptually know how spells are supposed to work, but it’s not until I fire one off do we actually see how it works. Who’s in the area of affect for sleep spell? A party member who is now asleep as the group of Beholders isn’t effected at all. This may be something a spell caster would want to know. The group points and laughs, instead of getting angry and tossing me from the table because we lost a battle.
Seriously, there is nothing serious about our group, and there shouldn’t be. We play fast a lose with “the rules” and sometimes we pay the price. Other times everything works out fine. Either way we are getting a good laugh out of the whole thing. That is the point, laugh with friends, use imagination, and associate with friends of different stripes.





