Local, never global
Groups — flocks, packs, colonies, roosts, warbands and guard watches — share information locally. An alarm travels a limited distance, a limited number of steps, with small delays. One fight never pulls in every creature in the area.
Calls and alarms
Creatures able to call shout when they engage. Group members within earshot come to investigate; they only attack once they perceive the target themselves.
Protecting allies
A creature that sees an ally being attacked can step in — if it can perceive the attacker.
Packs
Wolves chase where they believe their prey has gone, and lunge only at a target they can see.
Connections
See also
- Creature behaviour Game system