And this is my best attempt yet at drawing out a legible, useful and atmospheric map for The Reeking Metropolis – out by the end of the year.
One thing I love about maps is the density of information – but that is also one of the things that makes them hard to create! This is very heavily based on the Ordnance Survey 1885-1900 One Inch map of London, available online courtesy of the National Library of Scotland. It’s not a copy or a screenshot, but a digital tracing, with my own exaggeration of the most important routes through the city for a desperate velosteamer.
It also includes my first attempt at using icons for several of the most important locations. Yes, I did begin with the pubs (which are almost completely written).
I had made a few prior attempts, but this seems to work because of the negative space around the irregular city ‘blocks’, which indicates the main roads and gives an impression of a much more complex city. Once again, like with every volume I’ve written so far, I’ve realised that I could have chosen a much smaller area for the reader to explore and still had a jam-packed book. So be it: I guess everyone writing open-world gamebooks (all 2/3 of us currently?) must feel like this. @Paul Gresty? @Oliver Hulme?
Anyway, I’d love some feedback from readers of Steam Highwayman. What works for you with the current maps in Smog and Ambuscade and Highways and Holloways? I’ve received some criticisms that these need more labels. Do you agree? Does every location – small and large – need to be identified on the map? Is that what you want in a map? And then, if you’re a backer who pledged for the large maps, do you feel the same? Please give me your views. Perhaps you have some specific critiques of the map above – or something that you think has to be included?
You’re not the only seeker of adventure to find your way into the Reeking Metropolis. That rascally lady of the burnt rose is back to stir up trouble among the wealthy… and she has her eyes on the greatest treasure in the capital. Will you become partners in crime or rivals? Will you earn her respect and friendship, or will the bump on your head from Cliveden Ball remind you of your grudge?
Russ has sent me a finished version of his first illustration for Steam Highwayman III: The Reeking Metropolis, and I love it! From the fancy footwork to the flying gobbets of blood, the leashed dog and the multitude of hats.
I’ve also released another five slots at the SPONSOR A LIKENESS pledge level in the Kickstarter Campaign: that’s five more lucky backers who can be drawn into the final book by Russ.
American game and gamebook enthusiast Marco Omnigamer recently posted his review of Steam Highwayman I and II. He had lots to say about the scale of the books and seems to have enjoyed the open world, as well as appreciating the realism of the ‘low-fantasy’ setting. My favourite line? “If you like Fabled Lands, you’re going to love this so hard.” However, he also had his criticisms.
What do you think? Have a listen and see whether you agree! While I think some of his response depends a bit on personal playing style, I know there were things I wanted to improve about Volumes I and II… which is why the third is on its way. Have any improvements of your own to recommend? Now’s the time to make them, while The Reeking Metropolis is on the workbench…
Three years ago when I first contemplated a Steam Highwayman Kickstarter, there were options for creating custom dice over the internet, but all amounted to ordering hundreds at a time in order to reach affordability. However, since then new manufacturers and middle-men have appeared on the internet and I’m in the process of designing and receiving prototypes for custom dice to accompany my books.
Custom dice have been one of the most-requested additions to my Kickstarter campaigns…
My current plan is to offer 2 custom Steam Highwayman dice as a reward bundle with re-drawn colour maps at around A2 size – watch out for a post about those coming soon. This means that long-time backers can receive the new Steam Highwayman volume with or without the additions, and any new backers can order all three volumes simply as books, or as a complete playing bundle.
Estimating the costs for custom dice is particularly difficult, as it’s hard to guess exactly how popular they’ll be. However I’m hoping to offer some stretch goals that could upgrade these packages, such as a pouch to keep the dice in, as well as extra features for the maps.
Either way, these little bones roll evenly and have been powering me through a current playthrough. I haven’t decided whether these will be the version available to backers, but the more I rattle them, the more I like them.
At last! Steam pressure is up, tyres are checked and the velosteam is prepared for the Steam Highwayman’s third adventure, Steam Highwayman III: The Reeking Metropolis. The Kickstarter campaign to raise funds for the illustration and publication will run from 7pm (GMT), Thursday 23rd January 2020, until Saturday 22nd February.
Over the next month, I’ll be revealing more about the campaign, including:
During the last few days of an unexpectedly home-bound halfterm, I’ve been enjoying building the world of Steam Highwayman III. Juvenile gangs, powerful opponents and dangerous criminal allies have all slotted nicely into place. My graph is showing some tiny growth (after a long, long hiatus) and I’ve been able to share a few passage excerpts on Facebook.
But something also possessed me to reload some of the first pieces of Steam Highwayman I ever wrote. Well, specifically, I reinstalled Twine – the interactive fiction software I’ve used this year to collaborate with a game developer on an as-yet unreleased educational title. My current version was somewhat out of date and had stability issues – it kept crashing – and I expect to have to use it again next year.
The reinstalled program discovered some files I thought I had lost: old, unfinished (of course!) versions of what I have since called ‘Twine Highwayman’. I loaded them up and, though incomplete and missing some of the parts I remembered best (like the ability to rob any passing steam carriage and collect jewelry, or the procedural pub menu system), they still showcase some of the original ideas of the project. Some made it through into book format and others didn’t.
I wrote the programming behind Twine Highwayman in Autumn 2016, creating some really crunchy and idiosyncratic code in formats so inefficient and hard to understand that I have since lost the ability to read them. Nonetheless, the core of the game – for it is a game, not a book – still functions. Take a look, if you like.
It was playing Inkle’s 80 Days – something far beyond my ability to emulate – as well as the excellent Fabled Lands Application (since renamed Java Fabled Lands) that inspired me to give this a try. Considering I had zero previous experience of Twine, I don’t think I did badly. But it was the feature creep (a system for automating the weather… and the phase of the moon… and the mood of antagonists…) that killed the project and convinced me to limit my ambition to a good old, paper gamebook. I’d mimic Fabled Lands, that’s what I’d do. I’d keep it simple and achievable. I wouldn’t attempt to surpass my models, just to match them. I definitely wouldn’t write something 50% longer… Oh, well.
In just under two weeks’ time I’ll be at Fighting Fantasy Fest III, in Ealing, to showcase Steam Highwayman and to meet up with others in the gamebook community. FFF3 is a small convention born out of the international appreciation for the incredible Fighting Fantasy gamebook series – the ones that probably did the most to popularise gamebooks in the UK, and possibly worldwide. People come from all over the world to meet authors and illustrators of the original 54 books, including Jon Green, who organises the event.
But FFF3 isn’t simply backward looking. It’s also the hub for the future of the gamebook renaissance in the UK. Dozens of writers of self-published or amateur gamebooks, of a wide variety of styles, will be attending. Some are members of the Gamebook Authors Guild, a new group for independent writers, and some are simply fans of the original Fighting Fantasy series who are flexing their own muscles. At the previous convention, Fighting Fantasy Fest II in 2016, I met James Schannep, who writes the Click Your Own Poison series of interactive novels, as well as Jon Ingold, narrative director at Inkle. This was also the very first place I publicised Steam Highwayman: Smog and Ambuscade, and the organisers were good enough to let me flyer recklessly as well as hand out some freebies and sample pages.
I’ll have a stall and Smog and Ambuscade and Highways and Holloways will be available for purchase, but I’ll also be publicising the upcoming Steam Highwayman: The Reeking Metropolis Kickstarter campaign. Attendees will be able to see the smoking, shining Ferguson Velosteam by Captain Seekerman in all its 3d-printed glory and even get a glimpse of some limited Kickstarter reward samples…
I’ve also been honoured to be asked to conduct an interview with Chris Achilleos, the legendary fantasy artist who painted the covers for Armies of Death, Temple of Terror and other Fighting Fantasy books, amongst a varied and massive oeuvre. That’ll be at 3pm (15:00) in the Weston Hall.
There are still tickets available online, so if you’re interested in the cutting edge of printed interactive fiction, or in the nostalgic wonder of the Fighting Fantasy Series, why not come along?
I’m very pleased to share the cover for Steam Highwayman: The Reeking Metropolis. This gorgeous digital painting by Piotr Jamroz takes Ben May’s concept of the Ferguson velosteam and the mysterious, tricorne-wearing hero, and develops it in a darker, more smoky direction, perfectly suiting the atmosphere of the third volume of the adventure.
I discovered Piotr’s online portfolio a short while ago and he expressed a real interest in creating this cover. We spent some time refining the brief and agreeing terms and he set to work with a will. In another post, I’ll write in more detail about the process of editing and refining the cover, but let me say that from Piotr’s very first sketch, I was sure that I had the right artist for the job.
There is a back portion to this cover too, but you’ll have to wait a while before I release the full image…
You’ll probably ask why I have a new artist working on the cover. Sadly, Ben hasn’t had the availability to feel that he could do justice to Steam Highwayman III this year, simply due to his other commitments. Instead of trying to find an artist who might create a perfect style match, I decided that a new look would complement the first two volumes. Piotr’s done that really well.
I’ll announce dates for the next Kickstarter Campaign soon, when you will be pledge to fund your copy of The Reeking Metropolis, as well as for some other goodies I’ve been preparing. If you’re worried about missing the boat, simply subscribe to my blog here or like the Steam Highwayman page on facebook. So, until then, YOU are the Steam Highwayman!
I’ve been working on everything but the stories of Steam Highwayman III recently – other writing contracts, preparations for my next Kickstarter, school work, and learning to change nappies and recognise the different cries of my baby daughter. But at last I’ve been able to spend a steady couple of days with my mind in the world of Steam Highwayman, and the results have been exciting.
When I spend too long at a stretch trying to hack out plot for Steam Highwayman, I can really dry up. The style and structure of gamebook writing means that there is a constant need for new ideas – alternate possibilities, fresh starts, new encounters. But after having a break, I can find that all sorts of ideas have percolated through from my subconscious, creative mind and are ready to type straight up.
I’ve been writing the sequence that might bring the whole Steam Highwayman saga to a close – if you choose it. Revolution is pretty much a one-way street and even for a nimble velosteam rider like yourself, there are events from which there are no going back.
The questions that will face you are challenging ones: do you consider the Compact for Worker’s Equality trustworthy in their intentions and methods? Do you think their preparations are sufficient and their plan likely to succeed? Are you personally ready to put aside the life of the road and put yourself at the service of the people?
Or was your alliance with the Compact only ever cynical and self-serving? Is it time to cash in your chips, take a reward from the Constables and see the whole bunch of these dangerous anarchists locked up?
I love the little, strange options that you encounter riding through the villages. But in the City, you’ll have to face bigger questions with much bigger, more permanent consequences.