90 minutes · 3 players plus one GM · No combat
The four-party capacity card is already on the table. No private host invitations are available, so the repair pair cannot be promised lodging beyond the general hall; the fully agreed sailing is the people-and-tools branch. All three preparation turns are needed for storage, compacting and review.
Changing player count shares table duties; it does not add passenger places or change the story's resource limits. Rotate the speaking role and invite each player before closing a bargain.
These are planning targets, not a measured promise. Fictional preparation turns are spent only on printed action costs.
| Minutes elapsed | What to do |
|---|---|
| 0–5 | Opening agreement and characters |
| 5–25 | Count requests and hear the traveller plan |
| 25–50 | Commit dry storage and compact the kit |
| 50–70 | Write and check the manifest |
| 70–80 | Board and explain tomorrow’s commitment |
| 80–90 | Close the story and debrief |
Players invent a name, an ordinary useful skill and a reason to help. These duties are shared jobs, not exclusive character abilities.
The pilot's safety reserve stays separate. Six ferry spaces mean six units at every player count.
At 70 minutes, read back the actual manifest and agreements. A completed manifest still needs a preparation turn for pilot review. If a departure cannot be approved, use “Close the manifest and use the warm quay hall.” Name what remains undelivered; leave the final ten minutes for consequences and a debrief.