Steam Highwayman Moble App Corrections

I’ve been in contact with Cubus Games recently and I’m happy to share that they are again working on the Steam Highwayman app, which they originally released back in 2021. I was very happy to partner with them in producing a full digital adaptation of Steam Highwayman, as Jordi and Quim are great at what they do and have a real interest in gamebooks and interactive fiction.

Cubus’ Steam Highwayman app – looks great!

However, despite a fabulous quality of design, the difficulties of translating such an ambitious gamebook into a digital format, with the hundreds of variables that Smog and Ambuscade uses, meant that the resulting app was buggy and struggled to take off. It’s been hard to find the time to hunt and correct mistakes in the intervening few years – on my part, because of a steady stream of young children arriving, the need to earn a living and the other gamebooks I’ve been trying to write, and on Cubus’ because of their need to produce profitable software to keep their business growing. But the time has come to do justice to the project, and I’m reaching out because I would love to have help from any of you who did purchase the app or would be interested in a digital version of the Steam Highwayman adventures – I appreciate that that’s not all of you.

I’ve created a new buglist spreadsheet to share with anyone who wants to contribute in the interests of getting the app to its best possible state. One of the difficulties is that when correcting a physical gamebook, passages are easily identified by their number, but in an electronic format, this is one of the paratextual details that is removed… So how to identify a passage with an error? My simple solution is to identify the passage by the first three written words.

People frequently ask me whether there is an electronic version of Steam Highwayman available, and I normally explain that, firstly, the large amount of interactivity prevents a simple pdf conversion, and secondly, I’m very wary of pdf piracy and, thirdly, a full digital conversion would do better. So my hope is that now Cubus are able to devote time to improving the app, with your help (and some more hard work from me), the app could soon be in a state that allows people to really enjoy it. I have no hesitation in recommending Cubus’ other work – for example, I’ve really enjoyed their adaptation of Dave Morris’ Necklace of Skulls. Cubus also find great artists and musicians to work with; I love Ramon Sole’s theme to Steam Highwayman, which Cubus have been good enough to allow me to use. It really captures a sort-of Sunday afternoon tv serial vibe – just the right side of cheesy, melodramatic, adventurous and catchy!

Cubus’ Necklace of Skulls app

Another treat about Cubus is their commitment to regional culture. The app of Steam Highwayman was in part funded by a grant to translate new works into Catalan, and I think the Steam Highwayman would certainly approve. Self-determination and independence are very much part of the brand… Perhaps one day there will be a Cornish translation of Princes of the West, which is coming to Kickstarter in July.

So if you bought the app and wanted to see it in a better state, or have never had a look but like the idea, please join in using this link. The app is available on the Play and the Apple stores. Otherwise, do watch out for more posts here on my site. I have a few more things planned to share with you before I launch the Kickstarter for Steam Highwayman: Princes of the West in July…

  • Writing an open-world gamebook – a how-to series
  • Creating an open-world gamebook map – an analysis of Legendary Kingdoms: Pirates of the Splintered Isles
  • Creating the maps for Princes of the West
  • Earlybird rewards for backers of the July Kickstarter – watch out for this one!

The Atlas of Harkuna

Over the last couple of weeks I have mapped the original and best open-world gamebooks, Fabled Lands. These choice-maps are now compiled in the Atlas of Harkuna, here on my website. You might be interested to see how they compare to my maps for Steam Highwayman I and II, available here.

Codewords

draft sh3 codeword list (part blurred)

When Dave Morris and Jamie Thomson invented the Fabled Lands codeword system, they created something that massively increased the interactivity of gamebook adventures.  Until then, gamebooks tracked a player’s activity through a combination of several techniques: simple branching, unique possessions and player memory.  Simple branching is straightforward: if the player was reading a passage that was only reachable after a choice, then the text could ‘know’ that this choice had been taken and could describe what had happened as a result.  However, this is a one-time and one-directional choice: no reader can go back and ‘undo’ their choice in the same read-through, and other branches of the narrative are closed to them until they die and restart.

Unique possessions, usually noted in an adventure sheet, can also identify whether a player has made certain previous choices.  If a particular horned helmet is only available within the loot of a dragon, then by asking the reader whether they possess it, the book is also practically tracking whether the reader defeated or avoided the dragon earlier in the story.  However, this can be complicated if a reader has to manage a limited inventory and decides to jettison an item that seems, at the time, unimportant.

Player memory was the least sophisticated and least reliable of these methods.  It was used when a passage simply asked the reader something like ‘Have you visited this place before?’  Problems here are the ease of cheating and the need to ask this question quite soon after the original event, meaning a short consequence delay, because readers can genuinely be quite forgetful.

Whereas codewords are something else.  An alphabetical list of neutral, arbitrary(ish) words that can be ticked – and unticked – are unlose-able, repeatable and undoable trackers that can be used by the writer of a gamebook to note any variable they choose.  Your reader defeats the dragon?  Get them to tick the codeword Basket.  Your reader returns to the dragon’s cave.  If they possess Basket, all they will find is an empty cave and a faint smell of sulphur… but if they don’t possess it, turn to passage 701 where the dragon is alive and well.  Until the reader visits these passages, the appearance of the word Basket in a list in the back of the book doesn’t even hint at the mortality of a dragon.  What do these all do, we wonder.  If Basket tags a dead dragon, could Burnish imply that the protagonist is pursued by a vengeful ghost?  (That one is very Dave Morris).

In short, codewords allowed Morris and Thomson to invent the open-worldresponsive gamebook.  It’s an elegant and a powerful system, and one which Fabled Lands doesn’t abuse by leaning on too heavily.  Unlike what I think I’ve done in Steam Highwayman III: The Reeking Metropolis.

In the current draft, SH3 has 98 codewords…  Some of those track choices in other books and offer you the consequences of actions you took in other books – or that you will only be able to take when I write future books.  Some track non-player-character’s attitudes or destinies, locations, others track quest solutions, faction loyalties, the profitability of certain businesses and a whole lot of other stuff.  In fact, one of the powerful results of this system is the ability to cause side-effects: the reader kills a soldier and gains a certain codeword, meaning that when they return to that location, the soldier will be dead.  But what about when the player visits a nearby terrace and, possessing the same codeword, is directed to a cottage where a wife weeps over her lost husband and cries, knowing that she and her hungry children will soon be evicted for unpaid rent?  Now that’s interactivity.

But 98 is a few too many, so I’ll be trimming the fat in the next few weeks.  But until then, peer at a blurry section of the entire list and enjoy your own puzzle: what do these arbitrary words actually track?  What is possible in The Reeking Metropolis?

Couldn’t Get to Manticon…

This made my day.  Over on the facebook Fabled Lands page, Dave Morris posted a link to two videos taken at MantiCon, the German role-playing and fantasy convention, earlier this summer.  The first features Jamie Thomson and Paul Mason and Dave discussing role-playing games and it’s jolly interesting.  The second, embedded below, is a longer video in which they discuss the various gamebooks they have written and even some more recent ones they have read.

Including, at 1:11:49 onwards, Mr Morris’s interesting response to Steam Highwayman.

[Steam Highwayman]is very rich and I look at something like that and think, it’s great because it’s obviously based on Fabled Lands… but now I can learn from him.

The rest of the discussion is very interesting to a gamebook enthusiast and includes some great anecdotes of the golden age (the first golden age?) of gamebooks.  If you end up having a listen, let me know what you think.

‘Noutch’ isn’t a common surname by any measurement, so I won’t bother him for rhyming it with ‘pooch’ instead of ‘pouch’.