The Lure of the Sea

Oh dear. It’s got me bad. I must go down to the sea again – to the lonely sea and the sky. Here I am, simply wondering about creating a rich adventure for my Steam Highwayman readers, so that they don’t feel short-changed while exploring a Cornwall that never was… and the overflowing gameplay of taking your adventure to sea is causing serious feature creep.

And I’m just going to go for it! If I had an editor, perhaps they’d tell me to reel myself in and complete the main adventure of Princes of the West before going mad with new content and new gameplay. But that’s the joy of being my own publisher: no killjoy editors between me and my readership.

Perhaps this will be a dead end. I don’t know – like the large airship layer I wanted to include in Highways & Holloways, but couldn’t fit within a sensibly-sized volume. Perhaps this will have to be a stretch goal in an eventual Kickstarter. One thing’s for sure – the fun I had creating a crew and boats and weather and cargo in my stalled Saga project is still sloshing around in my imagination, looking for an outlet… together with pieces of Sid Meier’s Pirates! Gold, Das Boot, Aces of the Deep and any number of nautical dreams…

Torpedoes? Very steampunk. A wide variety of fish to catch? Why not? Open-world means open-world. Nice peaceful fishing… not smuggling at all. Submersibles? Maybe secretly… Or not-so-secretly, as they’re just too fantastic and central to the genre. What else? Squids? Sharks? Whales?! Underwater wrecks??!?!

You see the problem.

On the Ground, in the Air

This morning I completed a series of passages that allow you to ambush the vehicles of the Atmospheric Union. An early start, kicked off by the glorious sunshine streaming into our flat, meant that I managed to increase my passage count despite it being a busy school day. On Thursdays I travel to Islington for some regular supply work in a Primary School, follow that with an after-school club based on Native American crafts and stories and then often tutor GCSE English in the evening.

So it’s really nice to disrupt the pattern with a few ambushes.

The Union are one of the larger factions in the world of Steam Highwayman. They play quite a large role in Highways and Holloways, in which you can take work aboard one of their craft or rob them in the skies. In The Reeking Metropolis they have a main landing field at Parliament Hill and there’s a good chance of meeting their supply vehicles or passenger transport carriages on the roads around London – particularly if you have a telescope.

Put this all together with my modular event designs and you can stop their carriages using several of your talents, rifle their supplies or rob their passengers, fight their officers and even, if you come prepared, blow up their immobilised engines. Why you might want to do that, I haven’t quite defined yet, but it’s probably something to do with inter-Guild rivalries.

The image heading this post is a rendering by deviantart user awiz that I found some time ago. Airships of the sort that are fun for my narrative are not particularly realistic, but this design has created something relatively original and it certainly appeals to me. The high-class promenade deck and banded funnels resemble something out of 80 Days, although all of their steampunk vehicles are pictured in silhouette.

Another appealing set of airship designs come from the Kickstarted comic series, Skies of Fire.These have a dieselpunk-steampunk look and the writers have spent a huge amount of time on their world-building, which I respect. Although I love a tight, balanced narrative, I suspect I’m really a world-builder at heart, but maybe Steam Highwayman has already told you that!