I filled my second planning book for Steam Highwayman: Princes of the West last week. Broaching a new notebook is a lovely feeling, isn’t it? So I’ve included a shot what my plans currently look like here – illustrating the 79th quest, the Smugglers of Appledore.
It’s hard work, frankly. I’ve reached around 1100 passages (something like 130k words in total) but normally only get one or two good writing sessions in a week. It would be great to ignore all my responsibilities and simply focus on the book, but I’d end up very hungry, with a sad wife and three crying children…
So I have to slog on! When asked by a young fan recently about the skills needed to be an author, I was able to quickly answer – patience! Determination! Self-confidence! I didn’t say anything about spelling or word choices… In fact, writing a gamebook series is a very skill-heavy task – you need a wide range of skills – but right now, it’s the ability to keep going that is of most use.
This chart shows you where I am with the draft. The big recent drop was me taking the hard decision to remove the sea… The Steam Highwayman will still be able to be a smuggler, but largely by moving things around on land and participating in one-off missions over the sea, rather than having a large sandbox sea module. I would simply have bloated the book beyond what I can be sure I’d finish.
That said, I recognise I have far more stamina for a project of this scale than I used to. I get tired after three hours of planning and writing, sure, but I know I can keep going and would be happier doing more sessions in a week. At this stage of working on my first book, I collapsed and gave in, said ‘It’s good enough!’ and prepared to publish. This time I can’t afford to do that: I want to do justice to the subject, to my readers who are expecting a really quality adventure, and to myself. I’ve got a lot better at writing mechanics and gameplay, and I want to edit and playtest this volume far more carefully than the previous ones.
So since I will be taking some time off with my family over the next months, it looks like it won’t be early in 2025 that I manage to Kickstart Steam Highwayman: Princes of the West. Patience and determination needed all round: if your PATIENCE is 14 or higher (adding 1 if you possess another open-world gamebook series), then turn to 2025…
Inspiration comes from many directions and sometimes it comes direct from my readers. Acknowledgement is due here to Mr Alan Sennet and his fevered brain.
Today I passed another milestone – 1000 complete passages of Steam Highwayman: Princes of the West. It’ll be a great adventure, although wetter than the first three. No energy to say anything else – it’s been a 4000 word day.
I wrote the first part of this quest around seven years ago, in Steam Highwayman: Smog & Ambuscade. Did I then dream how long it would take me to write the conclusion? Far from it! The original plan was to write a book every six months and complete the series in three years…
I maintain that I could keep to that speed if I didn’t have to earn a living in other ways. Over those seven years, there have been periods of full-time teaching, part-time teaching and supply work at three different schools. Most recently, I’ve been working part-time for my church, as well as providing personal tutoring for 11+ and GCSE students locally. I was actually doing that in 2017 as well!
And what a lot of other water has flowed under the bridge of my life. In 2017 I was recently-married, but childless. Now my wife and I have a full house of noisy, needy youngsters aged 1, 3 and 5.
Yet I still dream of hidden treasure… There are a few people to blame for that: Robert Louis Stevenson, clearly, but also Enid Blyton, who wasn’t above stashing a box of jewels, coins or contraband in the occasional cave, ruin, castle, boat cabinet, hollow tree etc. This weekend my daughter began reading The Castle of Adventure and, besides the paternal pride of seeing my own child keen and able to read ‘chapter books’, I smelled the wind of a whole new mode of life… She is now old enough for book recommendations – and that means, for the shaping of her mind through stories she can read for herself.
Go on, Steam Highwayman. That’s what you’re all about.
Today I’ve been working on the main quests – more about those soon! But to fill up time I’ve just been ‘colouring in’ a few of the many ambushes in Princes of the West. There are so many rich people to rob and so many poor ones to help: sometimes, the simplest actions are the most Steam Highwayman-ish.
Today’s count: 901 passages complete (95525 words), 31 passages written today (4506 words), 2152 links in total so far.
A good mechanic – as everyone knows – is worth their weight in gold. For a while I’ve had this idea that the Steam Highwayman will need to carry liquor about on the back of the Ferguson, and even planned in the barrel panniers as another customisation. But rather than simply add them as a dryly purchasable option at some Freight Yard, I’ve made a little feature out of getting them fitted.
It was great to be at Fighting Fantasy Fest 5 at the weekend: there’s nothing so galvanising as spending time with fans of Steam Highwayman and other gamebook writers. My daughter is also back to school, so I’ve returned to my library-visiting schedule, which is the most productive writing pattern I’ve found for some time. And today, for some reason not entirely clear to me, I’ve latched onto the liquor smuggling system within Princes of the West.
This is one of several systems that are almost independent of the main quests, but could still prove to be quite a satisfying part of the gameplay. You’ll need to get some barrel panniers fitted to your velosteam (not sure where yet), and then source liquor, either directly from a hidden distillery, from smugglers bringing it ashore, or by smuggling it across the sea yourself. Maybe you’ll need a safe seaside cave to stash that in… But once you have a couple of firkins (that’s a nine-gallon barrel) strapped to the Ferguson, you should be able to find a willing customers. Cornwall will pay you a fair price, but should you manage to get it across the border into Devon, then you might have the beginnings of a very lucrative scheme. Just be cautious about whom you approach… The bounty on smugglers is worth more to some landlords than the potential profit of undutied brandy.
On Saturday 7th September, I’ll be running a stall at Fighting Fantasy Fest 5, in Ealing, West London. This’ll be my fourth attendance, and it’s something I really look forward to. At Fighting Fantasy Fest 2, I stalked ‘big fish’ in the gamebook community and sowed the seeds for my first Steam Highwayman kickstarter. By Fighting Fantasy Fest 3, I had gained some traction, even had a few fans of my own, and had a second volume to show off. By Fighting Fantasy Fest 4, I was pretty much a fixture. I had the third book to share and enjoyed meeting on a par with other independent gamebook writers.
This year Jon Green has invited me back, so I’ll be selling the three volumes of Steam Highwayman, some nice unbleached cotton tote bags, lots of maps, and spreading the word about volume IV – or possibly explaining why it hasn’t been published yet. Tonight I’ve actually been looking at my stock, pricing it up and generally preparing my stall.
I was recently invited to give an interview by email about Steam Highwayman for Duncan Thomson’s Rand Roll site, and it’s just gone up. Some of it is history long-time members will have heard before, but there are a few tidbits about upcoming projects and my writing that might be new to you buried in there. The format was nicely convenient – I was sent questions and had time to respond to them, feeling a bit like writing a post here – and I thought Duncan’s questions intelligent and provocative – in a good way.
So it’s been no surprise to explore his site and discover an absolute wealth of gaming materials. There are his own works – he specialises in random event and encounter tables for tabletop roleplaying games, which can also be found on his Instagram in a handy format. These are really quite fun – each one prompts me to think of ways I could adapt them into gamebook quests.
But he also has a bank of more than 70 interviews with creators and gamers from across a wide swathe of the gaming and rpg community. Remember fantasynamegenerators.com? Interested in city map generators? World map generators? The site is an incredible directory of gaming and writing resources and I’m only just getting into it. I particularly enjoyed reading about Ithai’s work on Hexroll 2 – I used to work with a few hex-based maps and still have a bit of an internal cartographer who works on multiples of 60 degrees.
Duncan came across Steam Highwayman a while ago after rediscovering gamebooks and tracing a path from Legendary Kingdoms to Fabled Lands to my own work. This isn’t the rarest route at the moment: Spidermind’s reach out into the gaming community with their big Kickstarter campaigns has done a lot to expand the gamebook – especially open-world – readership. That said, there’s a lot of risk with expansion at that rate, and it hasn’t been easy for Jon, Oliver and their team to fulfil their promises. New readers come to Steam Highwayman in a trickle, and typically after some other experience of gamebooks – often Fabled Lands, Legendary Kingdoms or even Destiny Quest. The world of tabletop roleplaying games is probably several orders of magnitude greater than the worldwide gamebook community – you’re talking millions of online hobbyists, as opposed to thousands – and there people, not just within solo rpg-ing, who are clearly attracted to what gamebooks offer, so I’m grateful to people like Duncan helping bridge that gap.
Long-time player unsure if you’ve done all you can do as the Steam Highwayman? First-timer looking for a little help in finding an adventure? Stuck and unable to find a key item to complete a quest?
This new list of achievements (also available to print as a pdf) might help you if you’re looking for more.
Looking through the entire volume to create this hint / achievement list has been pretty fun: it reminds me of the feeling of writing Smog & Ambuscade for the very first time. There are some great adventures in there.
I’ve been thinking about how someone meets Steam Highwayman. It’s not through a suggestion on Kickstarter anymore: it’s by reading or watching about it online through a blog like Dave Morris’s Fabled Lands or the recent playthrough video by Lone Adventurer. When I was personally recommending the adventure, there was a simplicity about promising people a particular kind of experience – but the problem was, that the experience I wanted to share was my own solo roleplaying adventure from my very specific experience and knowledge.
For example, the map of Smog & Ambuscade is burnt into my cortex: I can draw it by heart, and know exactly which direction to turn at any junction. The other day I took my family for a summer evening drive through Steam Highwayman Country: Handy Cross (second, minor, exit on the roundabout when driving west on the M40), down to Marlow, across the Thames, through Bisham, up through Inkydown Wood, past Furze Platt, into Maidenhead and, actually, on to Windsor, all by memory and without reference to a real-world map, satnav or even my printed book map. It helps that I rode these roads on my Yamaha back in 2008-2012 – the road to Windsor particularly for my continuing teacher training frequently hosted there.
But the map I first provided in Smog & Ambuscade proved harder to use than I hoped. That was one serious reason for drawing the big A2 maps that I sell as part of the Touring Guide: clearer, larger-scale mapping with better labels.
Yet even armed with a good map, I realise that it is quite possible to explore Smog & Ambuscade for some time and not feel that you’ve got stuck into an adventure. Yes, it is an open-world gamebook, populated largely with shorter quests, and yes, it’s a roleplaying experience, in which the imaginative adventure of experiencing the world is a big part of the payoff, but when people have complained that there isn’t enough to do, I have to listen. It’s a tension in the design and planning that I’ve tried to deal with in the following volumes, but it’s not simple. And Smog & Ambuscade was the first time I did anything like this – someone charitably described my writing as ‘improving in game design’ over the course of the first three volumes.
That’s why I’m working on a hint sheet – or achievement list – or something between the two. A prompt of all the adventures that are hidden inside the relatively slim volume of Smog & Ambuscade, to whet the appetites of the newer reader and perhaps even to challenge the veteran. I don’t mean to provide full solutions or complete spoilers, but light walk-through or directions, to provide work-arounds to compensate for an unintentionally challenging level of difficulty.
Another option I’ve considered is to make a full revision of Smog & Ambuscade – correcting all known errors, of course, but also improving the gameplay with better signposting, eliminating loops, deepening quests and updating mechanics to stay in line with the newer volumes. But since I’m still working on The Princes of the West and will have two more to write after that, I think it might be premature. Instead I wonder about completing the series and then creating a fully-revised and expanded version of Smog & Ambuscade – and perhaps even revising the other books – before publishing a limited run as a collector’s hardback edition, as well as updating the standard print-on-demand paperbacks.
I wonder what my most-faithful readers think. Some are more aware of the problems and issues within my writing than anyone else – and yet are gracious enough to focus on the good points and encourage me to keep going. But, honestly speaking, is the first book a poor spokesperson for the entire team? I’ve been re-reading Smog recently and feel that it has some of my freshest, most original writing in it, although it is probably the book that needs the most patience.
The hint sheet looks like it’s going to be a large piece of work in its own right, though. I’ve only got through about 30 passages of the book and I’ve had to write three pages of notes… Here’s a taster:
Have you…
Built a hideout in High Wood or Windsor Wood?
Earnt some coins playing the piano?
Exacted vengeance on a rich playboy at Boulter’s Lock Hotel? (requiring all 3 published volumes)