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!

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.

A Child of the Jago

Now that my gin is bottled, I’ve been putting in some time sketching passages 301-400 of Steam Highwayman III: The Reeking Metropolis. Like with the two previous volumes, I began by laying down a web of interlinked location passages. This portion represents the east central portion of the map: Bethnal Green, Shadwell, Whitechapel and Shoreditch.

There is so much to write here in an alternate, steamed-up East End. Body-snatching, sweat shops, front-room industry, the London Docks… and the slums.

Shoreditch has a big hole in it in 1894…

My usual map of recourse has an interesting gap just here: take a look. And hereby hangs a tale.

In 1896, a now-forgotten novelist called Arthur Morrison published an angry and brutally honest story called A Child of the Jago, set in a fictional slum based very closely on streets immediately adjacent to Old Nichol Street in Shoreditch. It follows the fortunes of Dicky Perrott, who scrapes through childhood and into a criminal survivalism that seemed unbelievable to polite readers of the day. This was at the end of the Victorian period, when the bad old days were meant to have been left behind. But they hadn’t been.

The text is available online and it makes tough reading. I don’t find it over sentimental or graphic – just frank. Morrison was trying to rub his reader’s noses in the reality of desperate poverty just streets away from their own lives, much in the way that we see independent documentary makers nowadays. But one result is that it really prevents me from being too sentimental or simplistic about the depiction of the poor in my own gamebook. There’s no way I can do justice to those realities in the little passages I use, but at least I hope to avoid cartoon poverty.

The Old Nichol – marked by black and dark blue housing

If you go looking online, you may find that there is a Covent Garden tailor that uses the name of Morrison’s book, which I find really quite distasteful, as I don’t think a romanticisation of the criminal dandies implicit in the clothing on sale is at all helpful. Or you may find one of the little maps that show the location of the Old Nichol. It was located on one edition of Booth’s Poverty Map, but by the publication of the more widely available edition, the Old Nichol had been cleared and replaced with social housing… that the original inhabitants could not afford, displacing them to other slums and destroying what community they had. Plus ca change, eh?

After the slum clearance

One more little detail: do you notice the thick red lines on the left? Shoreditch High Street. Up the top, St Leonard’s Church, whose bells say ‘When I grow rich…’ in the East End rhyme Oranges and Lemons. That’s a interesting place in itself, as the burial place of Shakespeare’s business partner and fellow actor, Richard Burbage. But you might recognise it as St Saviour’s from Rev, in which Tom Hollander did his best to minister to a desperately poor inner-city parish.

Rev.

Shoreditch is entirely different nowadays, though, isn’t it? Hipsters and hamburgers and cold-press coffee and cycle shops. Well, to be honest, I think there’s still a lot of hidden needs and poverty in Shoreditch. It’s enough to make me wonder what the unseen, spiritual dimension is behind all of these stories. There’s something desperate there.

A Twitter Playthrough

Steam Highwayman by Sam Iacob

A little while before Christmas, my fellow Gamebook author Sam Iacob began chronicling his adventure as the Steam Highwayman on Twitter. If you’ve read any of his work, then his sarcastic pleasure in mad adventure will come as no surprise – but you may not know what a talented cartoonist Sam is as well. These are his images (shared with permission) which have the honour of bring amongst the very first fan art for Steam Highwayman. I love his interpretation of the velosteam above, as well as the desperate expressiveness of the Highwayman’s face. There’s a Beano-sort of quality to it, don’t you think? And that’s from a chap who says;

My favourite artists are Otto Dix, John Blanche, Ralph Steadman, Raymond Briggs and Caravaggio.

Well, I haven’t found anyone quite get into the spirit of Steam Highwayman like Sam has. Always on the lookout for cash and advancement, utterly ruthless and driven to pick at any loose narrative threads… And he looks after grandma too.

Steam Highwayman performing an act of charity

Sam and I crossed paths at that Thing at Tring, and he showed a gratifying interest in the project. Slightly inspired by that playthrough, I’ve started a fresh playthrough in Highways and Holloways, partly with the intention of taking a player’s mindset into the writing of The Reeking Metropolis, which has had its first clean passages written, amongst many placeholders and structural drafts.

Feed those birds, Steam Highwayman

Smell the oil, the coal-gas and the hot metal once more: the Steam Highwayman is heading for the Reeking Metropolis itself – London.

I’ve been working on the navigational network that underlies Steam Highwayman III. I drafted a map and began on numbering it some time before Christmas, but now I’ve started the dog-work of creating the passages and links that tie all that movement together. Creating an explorable city is very different to adapting the country lanes and villages of Buckinghamshire for a map. Some areas need to feel like dense networks of streets, but I don’t want the reader’s journey through them to feel slow or boring, so there have to be some short-cuts, timesavers and asymmetrical routes to keep the movement interesting.

I’m using the excellent National Library of Scotland’s georeferenced archive of OS maps that I’ve blogged about previously, but I’m imagining some differences due to the departure point c.1785. For a start, ‘Regent’s’ Park is right out. Queen Maria’s Park seems a better fit for this timeline.

But what these maps really offer is the detailed alternate world of a London that has almost disappeared. Mews, old watercourses, slums and old bridges… The site of the London stocks (that’ll come in handy) and old Devonshire House…

Some of it is unchanged, of course. So as I was detailing a movement along Upper Thames Street from London Bridge to Blackfriars Bridge, not only did I realise that I should include a quest engaging with the Royal College of Arms, but that I also needed to give St Paul’s its place.

There’s only one melody that says ‘St Paul’s Cathedral’ to me. Not ‘Zadok the Priest’, not even ‘Jerusalem’, but the Sherman brothers’ ‘Feed the Birds‘.

Now what sort of self-respecting Steampunk would miss the chance to check on that old birdwoman and buy a bag full of crumbs?

Well, at this rate it’s going to be a long, detailed and intensely-researched book.

Great.

How Many Books?

Since the publication of Steam Highwayman: Smog and Ambuscade, on 31st December 2017, I have sold 644 books. In some ways, that’s not a large number. From other angles, it’s still really quite a small number. Approximately two-thirds of these are copies of Smog and Ambuscade, another third Highways and Holloways and I’ve sold a total of just sixteen copies of Write Your Own Adventure: Choice-Based Fiction in Schools.

But there’s something unique about selling books in the age of print-on-demand. Take SH1 (Smog and Ambuscade)‘s sales during 2018. I sent backers 197 copies as rewards for my first Kickstarter campaign in 2017: I know the names of every one of these readers. Then I sold another 68 copies through face-to-face sales at events or meetings: these customers, too, are known to me. 68 more were sold online, and these I know less about – only the country in which they were sold by the distributor, Ingram – the UK, US or Australia. They could have been ordered by bookshops at retailer’s discount and still be standing on the shelves (unlikely), ordered through Amazon (although Amazon’s reports for SH1 only account for around 40% of this number) or ordered through other online bookshops or dealers. Then another 70 copies were pledged for during the SH2 campaign in Autumn 2018 – again, to named, interested readers.

Volume is small, and so is my profit. Booksales have made me around £350 in total to date, as the larger amounts pledged for Kickstarter campaigns are absorbed by the costs of working with an illustrator and publishing the book. My intention is to create what publishers call a long-tail product – a book that does not go out of fashion and continues to sell steadily for years. In fact, I do hope that online and face-to-face sales of Steam Highwayman will increase. At 1000 copies a month, I would need no other income……..

But instead of volume, what I have is connection. I have good estimates of how many of my backers pledged primarily to support me and how many have actually begun to read the books. I have received good, personal responses from interested gamebook readers and writers, steampunks and readers that directly improve my ongoing project. The numbers are still very small, but behind most of those numbers is a name and behind many of those names is a face. Very few authors or publishers can boast that they know their readership as I do.

I would love to see my books going further afield and I’d love to earn more from them, but a good proportion of the current situation is a result of my own choices about how to play this game of authorship. I could have hunted for a publisher for SH1 – and I’d certainly still be looking. I could have looked for an agent – and I don’t know where I would have begun. I could have started with ‘normal’ book – a novel – and I still wouldn’t have completed writing and perfecting it. What Steam Highwayman has done for me is to allow me to become an author in miniature. Now all I have to wait for is for reality to catch up!

If you’re writing, don’t give up. Persistence works. Find an outlet that allows you to succeed, not to mimic other writers of the past or the present. You won’t be Pratchett, or Rowling, or Dickens, but each one of those had to persist and to play the long game…

A Birdin the Hand…

Is worth two in the bush. And here, at last, but not behind schedule, is the first printed copy of Steam Highwayman: Highways and Holloways (featured alongside its sister volume and our family Christmas tree.)

It feels wonderful to have this hefty chunk of book in my hand after seeing it in my mind’s eye and on the screen for the best part of nine months. Thankyou to everyone who pledged towards the project, allowing me to commission this fantastic artwork from Ben and pay for the much-needed proofing and so on. I’ll be checking this book as carefully as I can before excitement gets the better of me and I ship the backers copies. Then the book will be live on Amazon too – and in fact, I already have pre-orders to fulfil!

Dragonmeet was a real adventure for me. I had a great time crossing paths with several increasingly familiar faces from the Gamebook community – Mark Lain, Colin Oaten, Jon Green and Stuart Lloyd among them. I also made a new friend in fellow author, David Cartwright of Camelot 2050, with whom I shared a table. If you, like him, want something to fill the space where Arthurian legend should meet saturday-morning science-fiction, then check out his two novels – a third is promised for March.

It was tiring day, I’ll not deny. I hit a new high on step-counter… But I was particularly encouraged by the interest in my WYOA book and took several pre-orders for that, which have now been ordered. There were even a couple of orders for SH2, which will be shipped after the backers’ copies.

So where next? Nottingham – the richest plum of them all (as King John would say). Next weekend (8th-9th) I’ll be featuring at the Steampunkalia at Wollaton Hall with live readings after 3pm on Saturday and around noon on Sunday. And this time I’ll have a hard copy of SH2 to show…

Tomorrow at Dragonmeet

Tomorrow I’ll be at Dragonmeet in Hammersmith, selling and signing Steam Highwayman: Smog and Ambuscade, as well as accepting pre-orders for Highways and Holloways and Write Your Own Adventure.  Dragonmeet has got a reputation as a really lively, friendly convention, so I’ll be spending some time a-wandering around as well as meeting people on my author stall.

I’ll be with several other authors in the demonstration room (first floor), rather than in the trade hall. Will I still be able to make sales?  Who knows!  I’ve only got 13 paper copies of SH1 in stock currently, so I’ve created some nice paper order forms for buyers to purchase copies once these run out – or pre-order copies of SH2 and WYOA.

I know that several other Gamebook Authors are going to be there, including Jon Green and Ian Livingstone, downstairs in the trade hall.  I’ll also be keeping an eye open for others drifting around and plenty of the region’s board game developers are booked in to.  Watch out for a couple of Facebook Live sessions as I keep myself entertained…

Where is the Steam Highwayman now?

Well right now he’s at home. But this time next week…

Hammersmith! Dragonmeet! Convention! Sales and signings! I’m hoping to be there somewhere, along with veteran gamebook authors Jonathan Green and Ian Livingstone. Not been told which stall I’ll hold yet, but here you can download a whole programme to guide you round. Some more info here too:

Anyone else be there?

Maps

I’ve written before about how Steam Highwayman I and II are both based on Ordnance Survey Maps in the Explorer series – specifically OSE 171 and OSE 172 But in fact these are more than just inspiration. The nature of Steam Highwayman as an open-world gamebook, like Fabled Lands before it, depends on having a network of locations and routes between them on which to string the various encounters. Once I had decided which towns, villages and locations I wanted to feature, I then drew these out onto a simplified map and began allocating pages. These first two books are really built around these maps.

While I was writing Highways and Holloways I went looking for older maps to complement my plotting. Did you know that the Library of Scotland has a searchable database of old maps available online? Well, it does and it’s amazing. It’s amazing.  Here it is: https://maps.nls.uk

For example, here’s a shot of Marlow in 1897 – a bit late for Steam Highwayman, but fascinatingly Victorian and basic.  Compare it with the modern satellite image beneath.  The difference isn’t massive – in fact, if you visit Marlow, you can feel a bit like you’ve travelled in time.  There’s more development to the west, but very few buildings have been replaced.

Old Marlow – 1897

New Marlow – 2018

But now look at London.  Steam Highwayman III will be set in central London, and nowhere has changed in the past hundred years more than the city of London.  The alleys and garrets and markets and old churches and tunnels and tenements…  Oh wow.  Much more exciting than the ridiculous post-modern glass and sliced-granite banks that occupy an entire block.

Old City of London – 1893

New City of London – 2018

Now Steam Highwayman isn’t set in a real past – but it’s purposefully set in a realistic past.  My conceit is that I can take a England that was real in around 1785 – when Prince George married Maria Fitzherbert, if you want to know – and imagine a similar but parallel historical development from that point.  This is called the ‘departure point’ in the study of allohistory, or alternate history, which is really a sub-genre of science fiction or speculative fiction.

So having maps that strip back England to a pre-electric age, before urban sprawl and before the petrol engine, doesn’t have to restrict me but can inspire me.  When I made the first Steam Highwayman map I began by taking the map of Marlow and the surroundings and removing all the A roads and motorways, imagining that the highways and holloways and tollroads became more important, rather than being superseded by carriageways that crush and swerve and…  Well, perhaps you get the idea that I am quite an old-fasioned sort when it comes to roads.  In this respect, Steam Highwayman is my fantasy about an older, slower, kinder England with no bypasses.

And the old maps of the National Library of Scotland do the whole job for me- with a pleasing sepia tone.  Go on – see if your house was built in 1897.  The London maps come down to an amazing scale, at which the owners of businesses and even houses are named.  Incredible.