In my thirty years behind the screen, I’ve learned that a group of players isn’t a “party” just because they’re sitting at the same table. Whether I’m running a high-stakes heist or a casual dungeon crawl, the success of the game usually depends on how quickly we can move from being a collection of individuals to a cohesive unit.
When a group fails to reach that unity, I’ve seen it first-hand: sessions devolve into arguments, team-killing, or—worst of all—players leaving the table entirely due to interpersonal strife.
Then, a few years ago, I had to take one of those annoying classes at work. You know the ones—where they want everyone to become a better leader by basically being exactly the same? I started daydreaming while the speaker was talking and realized that forming a TTRPG party is just like forming a team in a business. Bruce Tuckman’s work on “Forming, Storming, Norming, and Performing” applies to both the boardroom and the dungeon.
1. Forming? More like Bore-ming!?
This is the “tavern phase.” Whether I’m introducing characters via a job board or a collaborative backstory, this initial period is often the most frustrating for me because everyone is on their best behavior.
In the Forming stage, I’ve noticed that meaningful progress is rare. Players are “stretching their legs”—showing off quirks and embellishing concepts—but they are terrified to contradict one another. They don’t want to stand out or cause a stir yet. I’ve learned that I need to get my groups out of this phase as quickly as possible. As a player, I try to establish my role early and steer us toward the mission. As a GM, I’ve started throwing a tough decision or a physical conflict at them early on; I’ve found that a little pressure is the best way to force them into the next, more honest phase.
2. Storming: Where the Sparks Fly
I’ll be honest: the Storming phase is dangerous. Most of the “horror stories” I’ve experienced with games falling apart happen right here. This is where different playstyles, character quirks, and real-world personalities finally start to rub against each other. I can easily remember three different games where the Storming phase included in the words “Roll Initiative” and ended with me never returning to that table (either those players or that DM).
I’ve had to learn not to fear the Storming phase, but to respect it. This is where the party works out who they actually are. Am I a priest who refuses to heal? Am I a warrior who isn’t actually a tank? I’ve found that if I don’t let these arguments happen, the roles are never established. As a GM, I try to let this play out naturally now. I make sure everyone’s voice is heard, but I stay ready to step in if the “character conflict” starts feeling like “player conflict.”
3. Norming: The Groove
Most of the games I run spend their life in the Norming phase. I remember a conversation with the Chapter Coordinator for the Mule City O.G.R.E.s, where he described this perfectly as a “moment of cohesion.”
In this stage, I see my players finally ironing out their differences. They start to settle into their roles and resolve conflicts without things boiling over. When I recognize that my table has hit the Norming stage, I know it’s time to strike while the iron is hot. This is when I start introducing the more complex puzzles and deeper narrative beats—I’m looking for that nudge to get them to the final stage.
4. Performing: The Sweet Spot
Performing is why I still do this after three decades. This is the stage where the party really shines. They are solving puzzles, working together, and finding creative solutions I never would have expected. This is when they really start to collaborate, and I have to crank up the CR if I’m going to keep up.
Nothing is more fun for me than watching a “Performing” party at work. As a player, I’ve learned to recognize this high-efficiency state and use it to push through adventures faster. As a GM, when I see my players are in this zone, I take the “kid gloves” off. I give them the trickier monsters and the moral dilemmas, because I know they have the synergy to handle it.
The Cycle Never Ends
I’ve realized that any time I add a new player or someone changes characters, this entire process starts over. We go back to Forming and work our way up again. By understanding Bruce Tuckman’s stages, I’ve stopped viewing table conflict as a “failure” and started seeing it as a necessary part of the process.
Be good, or be good at it. You’ve got the juice.

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