Progress Report – 8th Feb 2025

Where am I with the progress on Steam Highwayman: Princes of the West?

I’m pretty far. Taking 1522 passages (the length of the previous volume, The Reeking Metropolis) as a target, I have 77% of a draft written. That feels pretty good. I have about 100 loose ends to complete – some of which are single passages to write, and others are entire locations that are currently blank and void. These might take 20 or 30 passages to fill in.

I don’t have to actually complete these passages at this stage before I move on to a whole-text edit. Passages with shops, mechanics and dice rolls will all get edited in a big balancing edit, so if I simply have placeholders for some of these, that’s fine.

When I’ve knotted (loosely or tightly!) all these trailing ends, I’ll also be able to look at what I’ve got and evaluate the content. Have I got a smooth enough entrance – for a first-time player or an experienced reader? Is the current draft too challenging? Is it too hard (like Smog & Ambuscade was, according to feedback) to access good storylines? Is there too much of one type of content? Is the book… too… big to enjoy?

I don’t think it’s too big. But I am feeling stretched in holding all of this in my head. Here is a non-exhaustive list of the major mechanics I use in Steam Highwayman. I’ve jotted this down this morning partly as an aide-memoire to help me when I get to the editing stage, partly to encourage myself about the depth of the content and partly to help me with what I am drafting to fill in gaps. For example, I don’t think I have a doctor in any of the current towns – so popping one into one of the smaller locations in the far west that I have yet to write fills that space up with some good content and supplies healing somewhere for a straight price. There are lots of other places to get healing, when you rest in a room, but these can be unreliable and depend on you buying the right medical items and ideally having a touch of experience yourself. There are three locations in other books where you can pick up medical knowledge, but there needs to be the possibility of gaining it in Princes of the West as well… So I’ll find a small encounter or location to drop it in.

This is the ebb and flow of writing an open-world gamebook. On the one hand, it relies on a deep creativity – I have to be able to create new events and characters quickly – but when I run dry, I can look back at the mechanics and find inspiration there, choosing which one I want to embody in a narrative. It might be a simple one-passage encounter, or it could be a major quest that runs the length of the book. Phew!

Some time into the full edit I will be sharing the draft with several keen readers who are happy to help Steam Highwayman IV be the best it can be – and I’m looking forward to that a lot. I’m pretty confident that it can’t really entirely spoil or kill the experience, as I can set people off looking at individual mechanics or quests, but readers at this stage have got to be the sort who are already house-ruling and reading the adventure for the fun of it, not those who become frustrated with issues! Still, they will have to look critically at the draft and let me know which parts feel sub-par. Do you think that describes you?

It’s been very pleasant to return to writing about the project on here as well. When I was fulfilling The Reeking Metropolis, I had a schedule of posting an update every two weeks, which kept me accountable, kept backers in the loop and motivated me to get the thing done, whatever the challenges! Poor communication is one of the major causes of a loss in confidence in Kickstarter creators, particularly within our gamebook-writing ecosystem, so it’s an easy fix when I enjoy rambling like this and eliciting your ideas too.

And with reference to the image above, it’s one of a series of steampunk etymologies I created a few years ago for instagram or perhaps a printed book. Boilerplate can be derivative, but it can also be serviceable standard material, in the same way that BOG-standard came to be derogatory but intially meant ‘British-or-German’ standard engineering, ie, perfectly good enough and reliable. I imagine that back in the day, ironworks and forges would be churning out boilerplate, as there would always be a call for it. Every industrial process in the world needed a steam boiler, and they needed replacing all the time, or repairing. Quality at volume, once you achieve it, is something to value in itself. Another 30,000 words of similar stuff and we’ll have another book!

You old rogue, you.

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.

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!

SH3 Progress

You know I love a graph. Here’s my interactive record of Steam Highwayman III: The Reeking Metropolis as a draft. I have to track which sections are reserved or complete – or partially complete – on my spreadsheet as I go along, so graphing it is a natural development. Maybe it’s procrastination too.

The graph will be live on this post, also on the new SH3 page on this site, which at the moment looks pretty bare.

I’m hoping to finish a draft by the end of the summer. And that will probably be 1500-200 passages in length.

If you’re interested to see what other sorts of things I write, I posted a sci-fi short story earlier, set on the moon. I wrote it a few months ago and I’m pretty pleased with it.

Business Brewing…

There’s a brewery in Steam Highwayman III that would like to expand. That’s nice, isn’t it? So your friendly ale-drinking hero is going to get involved, of course.

But how involved, exactly? If the Director is keen to offer independent pubs contracts and pay you a generous commission for each signature, would you do his bidding? What side will that put you on, exactly?

Camden Brewery in 1913

This is the question at the heart of my recent chunk of writing. I’ve passed 130 complete passages and have reserved a further 300 reserved: these are early days in the writing process, but so far I’ve sketched and reserved the vast majority of street and hub locations, written a large proportion of the ambushing and random traffic passages, and spent quite a lot of time creating some interesting pub interactions, particularly in Hampstead and Highgate.

There are a couple of complete quests in and a few loose trailing ends, but the cast majority of the story is to come. I’m thinking about a complete range of quests and interactions – tiny, spontaneous stories on the streets, quests that involve travelling across the map, larger ones that involve several decisions and then a couple of big stories you will keep bumping into. Behind the scenes, you see, are the great unwashed crying for Reform or Revolution, just as they really did in the 1830s. Then there’s the rivalry between the Guilds and the powerplay in court and Parliament. Nowhere is closed to our silver-tongued, sharp-bladed adventurer!

What would you like to see in the adventures of the Steam Highwayman? Let me know!

Other recent projects: infusing some rhubarb gin, exploring Shoreditch on various maps.