9 August 2013

Indigo Galleons and Sea Ghouls

This is the 'cover' panel of the trifold.

Last week I hosted the first weekly "Open RPG Night" in my city. I did so with the help of my local RPG Meetup group and while RSVPs were sparse at first, they came flying in during the last 24 hours or so.

The group that assembled consisted of myself and one other RPG fanatic as well as a handful people that were dipping their toes into the hobby or had schedules that don't allow for a regular RPG group. We sat down and voted on a game to play and after about ten minutes of deliberation the group decided on Dungeon World. Genius that I am, I had predicted Dungeon World being selected1 and had printed off a copy of each character sheet and the truly excellent Indigo Galleon adventure.

The Indigo Galleon is what I really want to tell you about today. It is one exceptionally well put together adventure from the mind of one John Aegard. It was written for Dungeon World, but any GM worth their salt should be able to use it with their system of choice.2

Why do I think The Indigo Galleon is so great? Let me count the ways:
  1. It fits on a single piece of paper, double sided.
  2. There are no less than 4 different Fronts.
  3. Three different maps (ship, world, dungeon)
  4. Not a single word waster.
  5. Excellent layout.
  6. 100% free.
This adventure is exactly what I look for in a module that I haven't prepared myself. It places all of the pieces I need for a memorable game in front of me and then leaves it up to me to assemble them. There is none of that flipping through pages to find out what happens if the PCs do X or what is in room Y. No, The Indigo Galleon is content to provide you with an environment pregnant with adventure. It gives you a ship full of ghouls, octopus people preparing a ritual to summon a magical beast, a storm, pirates and a pirate captain that has gone missing.

Dungeon World's fronts have been discussed across the Internet at this point and I'm not going to go into detail on why they're great. I will say that The Indigo Galleon implements them exactly how they should be done, something that I rarely see even from other adventures published for Dungeon World. There are four fronts, all of which are progressing at about the same rate. Heroes are going to be torn between crisis and as they reach the end of their tracks it will all come to a glorious head, or at least it did when we played through the adventure.

My Open RPG Night group finished the adventure in about four hours, but we had to rush it a bit near the end so I think a five hour block is needed to truly do the adventure justice. If we had been planning to carry on with a campaign it would have served as an ideal starter, especially given how the adventure ended (with the heroes hiding in caverns from an enormous sea monster from a summoning gone wrong.)

If you want to take The Indigo Galleon for a spin of your own, you can get it for free from John's website.

1 New gamers or gamers coming back into the hobby almost always the most familiar option. It came as no surprise to me that they picked Dungeon World due to its similarities with a certain other fantasy RPG.
2 One of the best things about Dungeon World is that any adventures written for it are practically system agnostic. Monsters and NPCs are primarily described with keywords and phrases and GM moves are essentially just suggestions on how to handle the adventure.

1 comment:

  1. Thanks for the kind words! It's great to hear that you enjoyed the module.



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