The journeys
Nine journeys, one flood
Each journey is one question, asked six to eight times. On the first journey it comes back at each place on one night road; on the others one fact changes each time. Finish a journey and you can play its long night: the whole journey, twelve or fifteen calls. They follow the flood from the first night to the public inquiry three weeks later. Play them in order or begin anywhere.
Journey 1 · Night one · The Silo Yard, and the river road to AlderThe JunctionWhom would you sacrifice?8 callsJourney 2 · After midnight · Alder quay, and the low town by launchThe RescueWhere does your circle end?7 callsJourney 3 · Day two · The grain depot, and a day of loads for two townsThe DistributionWhat does fairness require?6 callsJourney 4 · Day two · Alder General, floor by floorThe HospitalWhat risks will you accept?7 callsJourney 5 · Night two · The shelter radio roomThe RadioWhen is a lie right?6 callsJourney 6 · Day three · The shelter gateThe GateWho decides for them?6 callsJourney 7 · Day four · The works office, and a day on the works roadThe ReconstructionWhen should you obey?6 callsJourney 8 · Week two · The school hallThe CourtWhat do people deserve?7 callsJourney 9 · Week three · Alder public inquiryThe ReviewWhat would change your mind?7 calls