Update 24: A look at the big map

Hello everyone.  It’s been a good fortnight for Princes of the West.  What have I been up to?

  • Checking in on proofreaders and playtesters ahead of their May deadline.
  • Working on the maps and guidebook
  • Unpacking the first printed rewards!

The proofreading and playtesting team have been wrapping up their work and I’m incredibly grateful.  I’ve ended up with … around 700 issues to respond to!  These aren’t all errors or mistakes and very few of them were gameplay problems, but I’m grateful for all the time that has been spent by keen supporters checking my work, both minimising the mistakes that could cause problems for you when you play the books and getting the pages looking their best.

My plan is to begin the editing in corrections and changes in May – so I should have begun by next update.

The original A2 map design I made was just a bit too short for the map design, so I spent a bit of time on a large ipad doing a digital tracing and drawing to extend the map eastwards.  I was pretty happy with that, so I pushed on with the design and ended up with a great-looking design that is nearly finished.  Rather like the map for The Reeking Metropolis, I’m including a gazette of locations on the map itself, with grid references for some of the important ones.  There’s also going to be at least one in-world advertisement filling in gaps and adding to the lore.  Perhaps I can bury a clue in there too?

I also drew up a map for Dartmoor, which is going to be one of the smaller maps in the pack.  Whereas in the first one I had three gamebooks to map and offered three A2 maps, this time I have a single – massive – volume, so there’ll be one A2 map and three smaller ones covering different regions or sections of gameplay – I won’t say more right now.

I’ve also been writing the booklet that will accompany the maps and that has given me the giggles, I can tell you.  The in-world creator of these guides seems to be a bit clueless about the political situation, though reliable on where to find cheap coalgas for the velosteam.

In my previous update I mentioned the arrival of the first printed rewards – the Adventurer’s Log.  The delivery of these was far from simple but I got my hands on 300 copies after ten days or so.  They look great and the responses I’ve had really vindicate my decision to put time into producing them.  In a way, they act as a little ambassador for the whole project, giving an idea of the sort of quest content in the four books so far.

What’s next?

Throughout May, the 100 Endings Book Club, hosted by Duncan Thomson on Discord and Reddit, are holding a playthrough of Steam Highwayman.  I mean to be participating in a couple of AMA (ask-me-anything) sessions as well as hanging out on both forums to advise, hint, tease and generally enjoy my books through other players’ eyes.  You’re all welcome to join in – and if any of you are desperately keen to join in but haven’t actually got copies yet, let me know and I’d be willing to split your bundle.

And on the project?

  • Continue the map pack and guidebook
  • Complete the big map
  • Begin correcting the text of Princes of the West

Next update due: 8.5.26

Update 19 – Live Free or Die

I’ve managed to work three long days in the last fortnight – last Tuesday and then this Monday and Tuesday just past.  That put the formatted document of The Princes of the West at around 70% complete: I have reached passage 1500 and there are not yet 300 pages.

During the process of pasting in the 800 or so passages, I’ve made countless small edits.  Some are responses to comments made by two of you – Andreas and Oliver – from as long as a year ago.  Some are edits to systems that I intended to fix months ago and left hanging.  For example, as I have reached each beer passage, I’ve checked the possible rumours against a long list.  The list was originally thirty rumours long, but when I wrote the smuggling module, I had to include another twenty or so rumours.  These needed dropping into the most-appropriate pubs – and logging, so that each was hearable the right number of times – normally in two or three different pubs.

I even invented a new item (something I really try not to do any more) to help give colour to the velosteam repair system, which has felt a bit repetitive.  But the rarer or top-level engineering components were too tricky to get hold of – the titanium alloy particularly – and I wanted to create something that could be bought in a workshop of forge, so that mending your own velosteam was once again the cheaper option.

But today I’ve just sat down (7:37pm) to write this update for you.  My eldest three are in bed (wait – Emmanuel has just returned to the living room and is swaying towards me without looking me in the eye – he is hoping I will let him lie down on the sofa) – and the baby is with Cheryl getting to sleep.  Today I have done my best not to think about being productive at all.

I’m trying to re-learn how to sabbath!  

On a Friday?  Some of you might ask.  Or, what’s that?  I’m trying to take one day in seven off – a day without work.  After all, if it worked for Almighty God, it should work for me.  But the challenge for me is that a Sunday is typically a work day – I might rise at five, finish preparing a sermon before breakfast, feed the family, help get the children ready, travel to church, prepare for the service, run the service, preach, pray with and for church members or visitors for a couple of hours after church and then close up (if it’s my turn) around three or four in the afternoon.  We typically head over to my inlaws’ house then for some child-friendly tv and a family meal.

My Saturdays often include planned activities or jobs to do as well, so Friday has become the day when I can permit myself to achieve nothing – that’s the key.  To tell myself that it is alright if, one day in the week, I aim to get nothing done.  I might still prepare three meals (as lightly as I can!), change six or seven nappies, but if I limit the housework to ‘fill and turn on the dishwasher’, then I can both enjoy being with my family and even get some relaxation time for myself.  Which today meant enjoying a couple of glasses of merlot, playing my new 12-string guitar (a gift from the church for my recent 40th birthday), a lot of lego with the boys, lots of cuddles and stretches with Raphael, my youngest, who is learning to take steps, and enjoying a good book.

Another birthday present (along with the wine and the guitar) was a book voucher.  I headed to Foyles in Charing Cross on Saturday – a rainy, tourist-thronged afternoon – and bought a copy of the Stranger Things Choose Your Own Adventure, which has already disappointed me (although I’m new to the franchise) and something far more predictably pleasurable – a volume of Ursula K Le Guin’s Orsinian stories, called Orsinia: Revolution is in the Air.

Now Ursula is a bit of a friend of mine.  A one-sided friendship, perhaps, but I enjoy her company enough to re-read everything I have by her.  I have a bruised copy of The Dispossessed with a letter from a good friend folded into it after I lent it to him twenty years ago (it came back about a year later) and I have a school paperback copy of A Wizard of Earthsea and I have a hardback copy of Tales from Earthsea that I began transliterating into the feanorian tengwar in coloured ink, right on the page, and a Gollancz paperback of Always Coming Home, which reads to me like a dream I might have had.

I wasn’t really aware of Orsinia, although as soon as I saw the title I recognised that China Mieville probably was when writing about the third city in The City and the City.  And I’m about four-fifths of the way through the novel, Malafrena, which is the first part of the collection.  It reads a lot like The Dispossessed, but set in a fictional nineteenth-century central Europe – in a sort of Ruritanian cardboard kingdom that the Steam Highwayman is on the very cusp of taking a flight to.  In fact, I have felt like I am reading set in my own ‘world that never was but should have been’.  There isn’t really much steampunk in Orsinia, but it has all the ingredients, just as my world has – social inequality, rural and urban tensions, industrial revolution, a growing labour movement, high society, free agent adventurers…

Cheryl asked me how I was finding it.  I said, a bit slow, and it is.  The first fifth of the book is the coming-of-age for three cousins of the rural gentry – it reminded me quite a lot of Tolstoy – and a large part of the book is relationships, rather than directly-propounded philosophy or social ideation, like The Dispossessed.  But slow is exactly what I’ve needed – although I read quickly – because it means my mind is resting, having to focus on descriptions of rural life or quasi-european court social interactions, because if I were to skip on until the action, I would be writing off a very large amount of the book.

I do wonder who else has read it.  Any of you out there?  Anyone fancy a try after this strange recommendation?

I intend to finish the paste-up by my next update.  I won’t be on schedule to fulfil by end of February, but I think I will be able to share an electronic version with keen proof-readers and playtesters.  Watch your inboxes!

By next update I intend to:

– finish formatting passages 1501-2263

– complete the introduction, together with rules for new systems

– complete the end paratexts – adventure sheet, beer list, Devon music tour, codeword list etc

Next update due: 27.2.26

Update 16: Struck by Influenza – the Indomitable Highwayman Steams On!

A painful fortnight. Last Monday (8th December), I spent several hours planning the sequence that has given me the greatest amount of trouble in the whole book: Lundy. It is based around some real history and a couple of nice gameplay ideas that have been with me for over two years, yet I’d not completed them on account of the complexity of the idea, my dissatisfaction with my various attempts and something doggedly frustrating about the whole section. But I collated all my previous drafts, cut some pieces out of the main draft, replanned some flowcharts and prepared to write.

Then on Tuesday, I wrote solidly for around six hours, putting down more than three thousand words. And as I steamed into the final passage – which is actually a fortuitous reuniting with the Ferguson after a long velosteamless sequence – I felt a heaviness come upon me. It was the flu.

Rather than being able to celebrate that the final piece of a very troublesome draft had at last been completed, I rang up everyone I was committed to for the next few days, cancelled everything and battened down the hatches. It got me – it got my wife – it got three of my four small children. Think of sleepless, feverish toddlers who can’t say what they need or want – frustrated parents who can hardly keep their own tempers – a writer kept from his draft – a mother soldiering on for the sake of her loved ones.

It was tragic. And no choice was involved whatsoever.

In the last two days I’ve been recovering. Today I managed to renumber all the passages from that blitz last Tuesday and import them into the main draft – which now stands at a colossal 2271 passages. Then after doing that, I’ve begun the final item check – testing that each of the items is where it should be. This is prior to setting the shops right – more than 50 of them – where you should be able to offload your loot and buy supplies for mending your vel and keeping your fires stoked. As well as crucial stuff like cough medicine.

I’m considerably behind where I wanted to be: I hoped to be able to release a late-playtesting version to you before Christmas – there has already been some playtesting since April this year – and I had hoped to be well into the formatting of the main book, as well as further along in the production of the extras. Nonetheless, I’m happy with what I’ve managed to do – particularly considering the flu.

Will this effect my completion date? Realistically, I think that February would be miraculous – but I don’t think it will be long after. I will need to look back at my main project timeline with fresh eyes and book in the time for everything before I can be more specific. Ben is in the process of drawing the final spot illustrations – his main pages are finished – and the main map is close to completion too – it just needs a little more labelling.

I won’t be doing anything else on the project now until the New Year – I’m taking a break from the saddle – so next update is due 16.1.26. Thanks for all your support and patience – Princes of the West is going to be a gamebook for the record books.

SH App available… Visits to Basingstoke…

September has been a fairly busy time. I spent two very pleasant Saturdays selling Steam Highwayman at the annual Essextraordinaire near Maldon and at an event new to me, Cobbles and Cogs at Reading Milestones Living History Museum. Catching up with friends in the steampunk community at each was a real joy – as it was to have a stall with a fine display of three volumes of the Steam Highwayman adventures, my Seekerman velosteam model and the recently-produced A2 maps.

All the while, my friends at Cubus were working away on the release of the Steam Highwayman mobile app, which launched at the end of the month and is now available for iOS and Android. I’ve been having a go myself when I can and really enjoying what they have brought to the project.

I’m teaching full-time again this year, though, so have very little time for writing currently. Instead I’m preparing lessons for 10-year-old children, marking their work and keeping up with school requirements. At home, my two little children are growing fast too and need their own attention.

Instead of directly working at new books, then, I’m working on marketing my existing work and increasing sales. Perhaps you’ll come across an advert for one of my books on the social platform of your choice!

Steam Highwayman App Launches 30 September

Cubus have now given me a launch date – that’s right! The new promo trailer and the page on their site can give you a lot more info.

The app has been made under license, so I haven’t had much direct input (other than writing the book…). This is ideal because, 1) Cubus make great apps, 2) I trust them with my work and 3) I’ve been crazily busy.

There is still an opportunity to playtest before then: if you’re keen, use this link to get your name added and grab an early download.

I hope this is all particularly exciting for any Spanish Steam Highwaymen out there – or Catalan! The app will be available in three languages!

Sewing Story Seams

One of the innovations that I – and many others – really respect in the Fabled Lands series is the way in which Morris and Thomson connect narratives across volumes. As a reader, I’ve always found it incredibly satisfying to travel to a new land, a new city and a new volume and find that the events there respond to my choices made hours, days or weeks previously, in a different book, on a different continent and in a different context. Obviously this was also one of the techniques I have chosen to mimic in Steam Highwayman and one I am very proud of getting to work. When I explain how a gamebook works to new readers, they may make impressed noises, but when I explain that choices made in one volume have consequences in other volumes – volumes later, or even earlier in the series – then I see that mindblown look.

I don’t just do it to feel smug. I really consider this one of the most exciting and interesting ways of using interactive narrative, because there’s a lot more to the technique than simply recording progress with a codeword and checking for that codeword in another passage – although that is exactly the mechanism the authors of Fabled Lands and I use. The skill comes in writing just enough linking reference that the reader remembers what sparked the narrative development off – but not too much, giving the reader the mental task of drawing connections and causal links between events. Sometimes the book can make these links explicit, but at other times I prefer to leave them mysterious and tantalising. People rationalise the same information in different ways and I love to hear my readers explaining their understanding of what caused what.

But now to the nitty-gritty. Writing these things is challenging – another reason I use them! For the volume currently under construction, The Reeking Metropolis, I have notes and references for more than forty narratives of different sizes that overflow from the other volumes into this one. All roads seem to lead to London, at the moment. Some of these are short references – characters that you met in Smog and Ambuscade that mentioned they were trying to reach London, where they hoped to make their fortune. A single passage can resolve this story, as you discover whether they really did strike it rich. Others are much larger, multi-plot strands of story that I haven’t even really decided how I want to use, like the Revolution narrative that powers your interaction with the Compact for Workers’ Equality. Then there are the stories that I ran out of space to tell and the mysteries I haven’t thought of answers for yet.

But the fascinating thing is that some of these are the very first pieces of Steam Highwayman that I ever wrote – pieces like the redemption of the workhouse orphan, who ran away from his master to try to reach the big city. I even created a plot within Smog and Ambuscade that could only be reached after beginning a quest in Volume III, which has taken me two years to reach.

As a reader, I know that the more time that passes in the real world between a choice and the consequence, the more mystery and intrigue it holds for me. I can’t wait to hear what my readers think when, on receipt of The Reeking Metropolis, they realise that decisions they may have made two years previously are still limiting their options, or opening doors for them.

The photo above, by the way, is a piece of attractively peeling plywood hoarding along the Crossrail (Elizabeth Line) site a short distance from where I live. I get really excited by the way the process of decay creates textures far more complex, and yet balanced, than any human imagination could achieve.

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!

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 Warm Invitation

I will performing at the Berkshire Brouhaha in a couple of weeks’ time, at the kind invitation of Duke Box himself. The Brouhaha is a new steampunk event, masterminded by the Duke and his cronies, and is sure to draw a good number of the region’s Steampunks together.

And while Bracknell itself is a little off-the-map, it is still a part of Steam Highwayman country: when I was living in Marlow, I would ride down to Bracknell to participate in teacher training events. For any of you interested in post-war housing estate developments (like me), it’s worth a wander.

If you’re local or intending to be there, it would be great to see you. I hope to be reading for you at around 2.30 (dependent on the many vagaries of steampunk time, as once you mess with the historical continuum it plays havoc with our modern clocks). I’ll also have copies of Smog and Ambuscade and Highways and Holloways with me, on sale at a particularly good price, and be happy to sign any.

If you want more information about the event, you can try the Facebook or Eventbrite pages just here.