(pulled out of the recent "Stuff To Watch"
thread. The Indigo Galleon
is a Dungeon World module available at http://www.johnzo.com/indigo-galleon.pdf
I don't know if I could cram it into a four hour session.
Joe, the way I run it, there's two acts to the adventure. The first act is when the adventurers go after their first target -- freeing / saving / capturing Hobart or stealing the treasure or capturing the other marauders. The second act is when the consequences of that action come home to roost in Codcliffe. No matter what the party does in Act 1, Codcliffe will be in someone's crosshairs in Act 2.
When I've played the game in a four-hour slot, I watch to see when the first act looks like it will conclude. If the first act takes up the majority of the four hours, then I summarize the second act with a die roll or two. If the first act ends quickly, as it sometimes does, then I play out the second act in fullness, pulling in NPCs created in the pre-game.
Also, in a four-hour slot, if the players dilly-dally I will start checking off the Grim Portents to get their attention.
Could you comment on how the contradictory fronts are intended to work? Like, octopus people taking over the town VS marauders taking over the town can't both happen, so do you just sort of choose the appropriate front to advance based on player actions, or did you have something more complex in mind?
Felan, I do have a bunch of ideas about how those fronts could interact:
1) Hobart is saved from the ritual and restored to the marauders. If the players make the right rolls, they can rally the marauders to the defense of Codcliffe and help save it from the rampaging octopus folk. Then the party has to figure out whether to help the Imperials capture Hobart.
2) Hobart is not saved, the Grand Migration happens, meanwhile the party loots the Relentless' treasure. The party either runs away and leaves Codcliffe to burn or they stick around and help Codcliffe deal with the angry Imperials and the vengeful marauders -- who, conveniently, hate each other...
3) Hobart is saved and brought to the Imperials. The Imperials are impressed! They ask the PCs to escort them away from Codcliffe while it is sacked by the octopus folk and/or the marauders.
These speculations are left out of the adventure because it's all about playing to find out what happens. I don't want to impose my conclusions to this adventure on the players and GM!