@herja said in Meshing Groups:
I think the biggest thing that helps me is to give PCs space to get to know each other. If you make every moment non-stop action, you lose a lot of opportunity to allow PCs to bond and get to know each other. So, if I am doing, say, a dungeon quest, maybe we have a brief interlude where they camp for the night. Maybe they are just walking around the forest and talking, looking along the trail for signs of their quarry. If players are given space, they will typically 'fill in the gaps' with conversation and that is step one to developing PC relationships.
I like this because in the past I've had times where I feel like I lose a sense of who my character is. (Like a fancy actor asking "What's my motivation?") because I'd be involved in plots but not really get to know many people outside of plots, and allies are great but for me if my character doesn't have friends to talk to about random whatever, I kind of lose a sense of what is making them tick.