I like how these moves combine two things that most people would consider opposite: narration-based gaming and XPs. This is a mechanic which encourages wilderness exploration, one that is perfect for travel montages, and which introduces a pleasant change of pace in a long term campaign. It's a nice way to introduce a group used to guided play to co-op gaming and an occasion for the GM to rest a little. I think my group could at least spend one hour on this. If the group desired to spend more time playing this journey out, these moves could be easily expanded upon. As a player I'd like this mechanic, as it's nice to gain some extra XP to inch ever closer to that sweet sweet next level. The XP gained can be adapted to the game needs: e.g. in D&D I would probably give out XP in the order of hundreds.