Rhinos and Pills

I’ve put in several solid days and a few evenings this fortnight.  What’s happened to the draft?  I have…

  • Begun to reorganise and check the rumours
  • Complained about the quality of some copper
  • Added some rhinos, filling in a great Cornish location, connecting up a mechanic that I had pre-written and creating a new friendship.  The rhinos even get an illustration.
  • Put a trap in an otherwise-helpful location…
  • Written a party in Barnstaple
  • Created a network selling performance-enhancing pills…  This has quite a backstory.
  • Written the final beer – with some choices in exactly how you receive it, which was fun.
  • Continued the list of achievements for The Reeking Metropolis.
  • Worked on the touring guide to accompany Princes of the West.
  • Filled in a brewery,
  • Used a quay.
  • Removed some flowers.
  • Cut a fishing trip (there’s already plenty of fish)
  • Checked and corrected the border crossings
  • Checked and corrected the Solidarity Point systems
  • Cut rabbits

That means I haven’t completed some of the tasks I wanted to last update.  Lundy is still to complete, although several of the modules listed above relate to it directly.  I haven’t corrected anyone’s inconsistent accent.  That’s all to come.  But I’m getting closer and closer to the moment when I can stop.

Right now there’s a crying baby on my lap, so I’m going to stop here.

Next update due: 19.12.25

Update 13 – You must never break the chain

That’s the chain of updates, of course.  But also, in a moment of genuine inspiration, I created a unique marker that unlocks several parts of the Smuggling Module (Q1h/Q165) – the chain tattoo that you gain, involuntarily, after completing your smuggling training with the Terror, Terence Kneebone, aboard his steam crester, the Swell Dolly.

Who is the Steam Highwayman?  A free adventurer, bound to no-one, riding wherever you will…  Until you accept something like Penrose’s ring or the chain tattoo and you become associated with a dreaming visionary revolutionary or a ruthless smuggler.

This last two weeks I’ve been working almost entirely on the smuggling module.  I thought I could write a short series of passages, but to balance out the scale of the trade network I’ve already built for firkins of brandy and the like, I have needed some size, length and openness.  In a way, I’ve rebuilt something like the open-sea module, but without as much freedom.  Yet I’ve still needed some passage extensions to the book to fit in what’s needed.

How does it work?  Well, that all depends where you are.  In Devon, you’ll simply need to find some smugglers on the North or South coast, win their trust, hire them to sail with you, head out to a rendezvous on a foreign shore or at sea, buy contraband and then bring it to a depot point, put it ashore, return to your port, head to your depot, get your contraband aboard your velosteam – provided you have your barrel panniers fitted – be lucky enough to escape the attention of the Constables, bring your cargo to a buyer, like a friendly landlord, avoid narks, get a good price and repeat.  Information regarding most of this – rendezvous points, willing smugglers, innkeepers happy to buy and places where you can hide your goods – is readily available as a series of rumours you’ll hear in pubs, freight yards or on the road.

And in Cornwall?  It’s complicated by the Imperial Blockade, which is meant to stop small craft bringing goods into Cornwall, so you’ll need to be lucky in avoiding their ships, or have money for bribes, or a fearless crew ready to fight, or perhaps a craft that can submerge…  And then, once ashore, your sale of spirits is carefully observed by the gangs answering to Bad Percy and the Terror – so you’ll need to pay a share whenever you do sell some barrels, cutting into your profits.

And of course, you’ll need to wear the chain tattoo to gain the trust of anyone in the network.

If it sounds complex, it is.  There are around thirty codewords that track your access to rendezvous and depot locations, the availability of the six different vessels you can sail with and the attitudes of the gangs towards you.  There are around thirty rumours that carry information about it all – and although the module is mostly standalone, it ties in, of course, with several of the key dynamics of the Rebellion.  After all, liquor is not the only contraband you can smuggle into Free Cornwall.

Why bother?  Wasn’t the book almost finished already?  Well, Cornwall without smuggling would be like a pasty without pastry – it would always have been a massive regret.  And to do it well, as I mentioned above, when there is now a network of around forty places wanting to buy your firkins of gin or lace scarves, I needed something semi-open.  I’ve done my best to limit the size and repetitiveness of the strands, but I’ve also accepted that the book will be massively improved by something that is at my standard of ‘good-enough’ – I don’t need to invent new mechanics to solve this.  Hence the proliferation of codewords, when instead some sort of map-based solution has occasionally suggested itself to me.

This is going to greatly alter the balance of the book.  The amount of money that can be made is large – as long as you have capital.  It increases the danger that Terence Kneebone poses and embroils you deeper in his nefarious network.  Who is the Steam Highwayman? In Cornwall, a smuggler of unlicensed brandy, steaming along clifftops with the Constables in pursuit, just as the place demands.

So since last update I have:

  • Fixed a roadside encounter with poor workmanship
  • Written a new pub in Helston
  • Completed Q11 – the orchestral airship quest.  This is a fun one reminiscent of the airship quests in Highways & Holloways.
  • Planned more than 200 passages of the smuggling module
  • Written around 70 passages of the module

And what next?  In the next fortnight I aim to:

  • Finish the smuggling module!

Next update due: 21.11.25

Update 10: Steam Highwayman Goes West!

I just returned from a trip to Devon and Cornwall to help ‘colour in’ the last portions of the map where I still hadn’t got enough content – if you can believe that a gamebook of 1800 passages felt a bit empty!  This is one of the challenges of writing in an open-world – creating a map that feels broad and exciting – and then having to make sure the places you go all have things worth doing!  The emptiest bits were the toes of Cornwall – St Ives, St Michael’s Mount and the Lizard – and a few other corners.

Well, I found plenty of material to stuff the sock with.  You’ll find quality content all the way down now!

While there, I also found the time to work on:

  • Writing the end of the main quest – the showdown between Imperial and Free Cornish forces – with you in the middle!
Plotting the burning of Bude…  Sorry, Bude.
  • A new character based on genuine Steampunk history to appear in Bude.  I had heard of him before but had forgotten about him, and when I was reminded of what he did, I had to include him…
Sir Goldsworthy Gurney, Cornish inventor of the steam road car and other stuff.
  • I dutifully investigated some genuine Cornish and Devon beer… and notes will be included in the book.  I brought back another 5 bottles to research.  Special mention to Sharp’s Sea Fury – an absolutely cracking Special Ale I drank on our last night in the West at a pub that will feature in the book.  Think rich, roasted, balanced – moreish!  But my children had finished their fish and chips and we had to get them back to the caravan after just a single pint.
  • The earlier part of the trip took us to some special Devon places too, and we stayed for one night in a pub near Lydford on the side of Dartmoor…  Pure Highwayman stuff!
My daughter in a moody Dartmoor mist at the Nine Maidens above Okehampton…  You’ll want to remember this spot!
  • I’ve been re-building some of the trackers that measure your impact on Cornish freedom – previously, the different Princes each had their own power, but I think this is going to be rolled together into a Support for the Rebellion number – points gained when you help the Cornish prepare for an Imperial assault or when you stoke support for Arthur – and then the same metric will help decide what happens in the final sequence of the main quest.

I’ve been in contact with Ben some more too, and will be getting the next batch of illustrations underway soon.  In the next fortnight I hope to:

  • Finalise the main quest!
  • Return to the fight mechanics
  • Plan the next batch of illustrations with Ben

Next update due: 11th October

Kickstarter Update 9: A Busy Start to September

Whoops!  I missed my schedule and didn’t post last night – funny, since I’ve had a draft of this update for almost the full fortnight…  

And it’s been a good one.  I’ve managed 4.5 days on the project, so progress looks like this:

  • I completed the Quest Survey!  Princes of the West contains 167 quests and encounters, ranging from the mighty Quest 1 to the diminutive fleeting encounter with a Welsh Druid.
  • I worked for several hours on the Codeword chart, and trimmed 3 unnecessary codewords.  Yes!
  • I completed the Room Survey,  and then standardised the options you have when staying in pubs, out-of-the-way farms, country houses and caves.  Rooms are crucial to the model of rob-flee-rest, and not every room gets the same options…
  • I spent quite a bit of time thinking about baths – one of the new systems I added into The Reeking Metropolis, but never really tidied up, meaning that it is quite possible that your character may still stink (GAL-2) after 5 years… There are now plenty of places to bathe in the west…
  • Seeing a gap in the far west, I created a new room in St Ives, which might yet get a spin-off quest (168?)…  As I re-wrote the pub, I joined up the passages with a sequence governed by the key codeword Dictatorial – you’ll remember this one.  It was one of the first modules I wrote for Princes of the West, almost two years ago (October 2023), and the smoothness of the narrative flow made me laugh aloud in glee.  You probably won’t notice a seam in the story, but there is an enforcer and friends who seem to move across Cornwall even faster than you…
  • I worked on the Shop Survey, which showed me I need to be very careful, as this risks becoming repetitive, wasteful and even broken!  There are more than 300 items in Steam Highwayman, and exactly where and how you can buy and sell them is crucial.  So I am considering some new buying and selling rules, including suspicious items*, item classes and an item gazette printed in the rear of the book.
  • This meant I had to look at the Item Survey, so I updated my master spreadsheet to reference all the current instances of items.  This is crucial to standardising their spellings, stats and prices…  But it can also be a creative process, as it prompts me to consider which items are currently under-utilised…  Perhaps that auto-rifle prototype you created for the Great Exhibition would be of interest to the Cornish rebels?
  • Following this, I worked on the Defeat Cycle for a few hours.  One of the inspirations behind this is the ‘chumbawumba’ loop in Sid Meier’s Pirates! Gold, which I began playing in around 1996 and is my essential standard of sandbox/open-world/roleplaying game.  I’m a hard enemy of permadeaths, really – I’ll cheat to avoid them and improve the story – so in Steam Highwayman when you are finally defeated in a battle, arrested or left at the roadside for dead, there are always a few routes open to you…  Friendships are key here – I really liked the way these were written back in Smog & Ambuscade and in The Reeking Metropolis I loved the idea that the Waterside boys might repay you with a rescue.  So there are several loops to get you back up again, both in Cornwall and Devon.
  • I’m closing in on completing a key quest that opens up when you are arrested by the Constables.  It was an early sketch but I’ve never been quite happy with it, so it’s a priority.
  • And Ben submitted drafts of four full-page illustrations…  A tiny part of one is below, to whet your appetite.

And what next, in the next fortnight?  Or where next?

I’ll be in Devon and Cornwall for most of the next two weeks, visiting a few locations that have stubbornly resisted inspiration, gathering real ideas to turn into story content.  It’ll be a family holiday-cum-business trip, and steam trains profit both.

I might manage to actually write while I’m there, but I’m not putting any pressure on myself.  If it happens, it’ll happen, and if it doesn’t, I know I’ll be all the more efficient once back at home.

And what else has been taking up my time?  This is less relevant to the project and more of interest if you want to know what sort of things influence me and…

  • Reading online:
    • Rand Roll – including a recent interview with Joseph Fry, whose excellent Lost in the City I read in draft last year, and which I recommend as an atmospheric and original modern gamebook.
    • A series reviewing the Usborne Puzzle Adventure books – these got into my head at the same time as Pirates! Gold and Fabled Lands.
    • The excellent filfre.net posted an article about… gamebooks!  This is one of my regular fortnightly reads, as Jimmy Maher’s history of computer games is exciting, nostalgic, well-researched and fluently-written.  His archives include a fantastic 10-part study of Civilisation.
  • I’m circumnavigating the works of Patrick O’Brien for the sixth or seventh time – currently in The Far Side of the World.
  • I’m reading Judges with my family…  My children are just encountering the biblical, unwatered-down account of Samson.
  • I’m reading the Gospels – particularly to inform my Sunday preaching at church – usually twice a month.
  • I recently read and enjoyed Robert Macfarlane’s children’s picture book The World to Come – if you have children under ten, take a look.  Rob went to my school and then taught me at university, so I have an interest in his writing.
  • I’ve been watching two fantastic youtube series, each of which have reached some recent highlights:
  • I’ve been listening to Eric Clottey’s UCB mixes, particulalry while working.
  • I’ve been editing a book of poetry.

Next update due: 26-9-25 from Newquay, Cornwall.