Update 28: Print Proof Ordered

Now we’re really steaming.  I completed all the corrections earlier this week and I’ve uploaded the first digital files to Ingram so that I could order a print proof.  It should arrive in the next couple of weeks and you’ll be treated to a photo of me holding it in the next update, if all goes well.

Here’s a screenshot of the print order.  You can see that the print cost of the book implies a large volume…  We’re looking at 438 pages and 2250ish passages.

The book isn’t quite finalised – there are a few gameplay edits still pending, but I want to have a think about these while turning the real pages, and I’ll take the time to have a playthrough as well.  You can always catch a few more errors in print too.

However, having digital files ready is a crucial catalyst for the project: it allows me to get a final print cost and book size and weight, which I need to proceed with the shipping preparations.  I’ll explain more soon, but rather than use the Kickstarter pledge manager, I’m going to be collecting shipping costs directly through Stripe.  It means I can tailor the costs a lot more finely, hopefully keeping shipping to a minimum for all of us!  I’ve begun looking at the costs and overall it seems my estimates were fairly good, despite the time that has passed.

But there is one particular shipping option I want to draw your attention to: collection.  The final costing of the book and extras has shown that the project is within budget and therefore then there is nothing more to pay if you collect your rewards.  When and where?  Howabout at Fighting Fantasy Fest 6, on Saturday 5th September, in London, UK?

If you haven’t been, the Fest is the premier convention devoted exclusively to gamebooks – including, of course, the Fighting Fantasy series.  However, it has also become a haven for the independent authors of the gamebook renaissance and a great place to meet heros of the medium both past and present.  It’s organised by the stalwart Jon Green whose work bridges both the original Fighting Fantasy books and modern independent gamebooks.  What a legend.

COLLECTION FORM

If you mean to be there, then use this form to register to collect your rewards in person.  Please try and use the same email that you used for your pledge so that I don’t lose your response!  

If you can’t make it to the convention but would like to arrange collection in London, UK on a date following 5th September, just put a note in the form.

Otherwise, I’ll be sending out links to collect shipping payments and arrange final addresses in about a month for everyone who wants their rewards delivered to their door.  I’ve put a lot of work into shipping costs but they aren’t quite finalised yet.

It was late last year when I first wondered if this was all going to come together in time for FFF6 and I’m pleased to say that I’m on schedule for a complete set of physical rewards by then.  The extra adventures may take a little longer or may also be ready in time – I’m not sure.

So what else needs doing?  Here’s a longer list of the remaining jobs of the project.

– Acknowledgements

– Complete 2 maps (Plymouth and the siege of Tintagel)

– Write short adventures (Dark, Satanic Mills and Harvest of Death

– Complete shipping estimates and plan

– Digital decorations for boxes, frames etc

– Look over / improve character sheets

– Codeword check (partly done!)

– Create companion (partly done)

– Order maps

– Complete Touring Guide 2 (about 20 pages to do)

– Draw pubs (at least 3 to draw)

– Order guide folders

– Order guidebooks

– Assemble folders

– Order packaging

– Assemble TG2s

– Order TG1s

– Assemble TG1s

– Chase Wanted Posters

– Create remaining wanted posters

– Set up stripe links for shipping payments

– Update SH1-3 companion

– Update SH1

– Update SH2

– Update SH3

– Update errata

In the next fortnight I’ll be keenly awaiting that print proof, doing the taxes for my wife’s small company (an home education hub) and trying to survive in the heat.  I may get to the drawing of the maps or work on the guide – pretty much all of the remaining jobs are pleasant ones and I’m not pressurising myself now.

What’s in the Steam Highwayman’s tankard?  A pint of Marston’s Pedigree.

Next update due: 2.7.26

Update 26: Editing Going Well

I’ve just managed to put two full days into editing Princes of the West and it is exciting to feel the draft nearing a finished state.  I’ll give you a window into the process…

I sat down on Monday at around 9am – after tidying away breakfast for the family – and began to work on the Introduction.  These pages take a lot of focus – they need to be clear while setting the atmosphere, cover all the crucial systems while not boring a player.  For some readers, they’re the first thing they encounter – for others, they’re a reference to find answers for rule queries.  Some of you will no doubt skip them, having played Steam HIghwayman before – and then have to return to them to see what exactly they say about the Devon Music Tour…

It took me most of the day to get the Introduction how I wanted it.  I also corrected some small issues at the front of the book – typos in the copyright section, a missing icon on one of the maps – while crunching celery and raw carrot to stave off my sugar craving.  I incorporated a change to the combat rules that I hope will make fights less punishing after a recommendation from one of you with a background in statistics and responded to a set of thoughts from the first playtesters who saw the draft in April and May 2025.

I’ve begun an investigation into strange grey lines that accompany some of the spot illustrations…  These are pesky, spoiling the monochrome clarity of the pages, and unpredictable.  Why do they appear in some places and not others?  I’m not sure yet – but they also turned up in the previous print of The Reeking Metropolis, so I think they’re an artefact of the conversion into pdf…

While pursuing this, I began formatting the acknowledgements section of Princes – and would have liked to simply copy and paste the formatting from Metropolis – except that – now I reveal a secret – I lost the print-ready .pub file of The Reeking Metropolis some time ago…  The version I have is some way off the final printed version, with errors, placeholder images and no paratexts at the back – including acknowledgements.  That’s one reason I haven’t released an errata and revised edition of The Reeking Metropolis before now.  All my searches on the old laptop – and my various googledrives – turned up blank.

But with the focus of a sunny Monday morning and an empty house (my wife and children had left to go to a home-education meetup), a faint bell rang in my head…  Didn’t I use a USB stick for a while?  I dug around to see which ones I could find and unearthed a few from odd places – bedside drawer, spare wire pot, spare board-game-piece box.

And there amongst teaching resources was SH3.5 – and my heart leapt with gratitude and joy!  I’d just read the parables of the lost sheep, the lost coin and the lost son in Luke’s Gospel to my children, so I had to rejoice.  And make multiple copies of the file.

I’ll be releasing a tidier errata list for all previous volumes of Steam Highwayman when I fulfil this project as well as making sure any corrections are incorporated in newly-printed versions.

And many of you actually backed The Reeking Metropolis and are named in the acknowledgements.  So – here’s an important point – unless you tell me otherwise, each backer will be acknowledged in the book by: previously-chosen backer name; or Kickstarter provided name.  That’s the plan, anyway.

I’ve messaged those of you who are looking to have a Wanted Poster created as a frontispiece for your book (s) and already received the first image in reply – a fearsome, but somewhat foppish, Italian claimant to the title of the Steam Highwayman.  If anyone is thinking of the upgrade, it’s not too late.  I think these are a great way to personalise your books.

And among the corrections I completed was an inconsistency in the naming of the Cornish revolutionaries.  You know how those splinter groups are – barely able to agree on a name, let alone a coherent policy – but in this case I still had fragments of older names betraying my own struggle to give them a name.  Were they to be the Free Defenders of Kernow, or the Defenders of Free Kernow?  I even found myself referring to them as the Free Forces of Kernow at one point.  And then there is the tin of fruit / tinned fruit fiasco.  Boy oh boy.

That’s about one day’s work, finishing at 5pm.  Then on Tuesday I began at a similar time and focused on the main gameplay passages, screwing myself into the seat until I had reached 500 of the 2250 or so…  The sort of mistakes in here varied from typos (nice and easy) to missing passages…  For example, passage 147 was entirely absent from the draft but I reckoned I had written it as I had a vague memory of some of the dialogue.  I found it in the gdoc draft, pasted it in, matched the formatting, shuffled nearby passages, removed whitespace, replaced larger spot illustrations with smaller ones, renumbered the page tops and sighed in relief that I hadn’t needed to increase the page count.  Then there was a broken link that sent me back to the very first part of Princes I planned and wrote in October 2023.  Images follow.

The notebook is labelled up for reference, so I found it exactly where it should be and found the original flowchart/network sketch – with annoying gaps in the numbering.  But I was able to reconstruct and correct the flow.  This is a location that can be reached from two directions and can bounce the player back the way they came, but in the interest of saving passages I used a noted passage mechanic to identify the direction of travel…  It was all such a good plan except that at 278 I had instructed a player Wanted by the Haulage Guild to proceed directly to…  278.  Doh!

There was a passage I had already passed dealing with the event, but it spat the player out in the wrong direction…  And oh yes, another passage with the right orientation.  Phew.  Plug it in.

The other day on the Discord chat someone came to me with a broken link – they knew it was possible to meet acrobats somewhere in Smog & Ambuscade because I referred to the encounter in later books – and in fact I’ve used the codeword you gain early in the main quest of Princes – but they couldn’t see how to get there.  I investigated and discovered that back when editing Smog, around a decade(!!) ago, I had cut a link to save passages – and inadvertently isolated the acrobat encounter, meaning that no-one has ever been able to honestly access it and gain either the fun codeword or the NIMBLENESS +1 bonus…  Doh!

Needless to say, I’ll be fixing that.

These wiring issues are almost unavoidable in my writing process.  I track my ins and outs and links as best I can but I have to recognise that my method is not infallible.  Another reason I’m so grateful for the help provided by readers and playtesters.

I’m sometimes recommended software to try and write in, but even a platform as resilient as Twine struggles with a 1000+, let alone a 2000+, gamebook with the density of variables I use.  I’ve certainly improved since writing Smog and I’ve realised that modelling sections on paper is the most reliable thing I can do…  So the next two books should be easy to write, eh?  And have no errors.

I also began work on the final map that will be included in the Touring Guide – a map of Plymouth – so that feels nice.  2 of the 4 are complete.  There’s a bit more drawing to do for the guide itself, particularly some pub illustrations.  But I’m certainly nearing the end of this phase.

Which will give me chance to get to the standalone adventures I’m still aching to write – Harvest of Death and Dark Satanic Mills.  I had originally thought I could do these while the book was out with playtesters but that hasn’t been how it has worked!  You’ll get them, don’t worry.  I’ve even referenced two other standalone adventures buried in Princes – they’ve been spotted by at least one eagle-eyed playtester.

What next?

  • More editing of the main text
  • More work on the Guide maps
  • Writing of acknowledgements
  • Creation of the first Wanted Posters

Next update due: 5.6.26

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.

Update 14: Giving to the poor… repeatedly!

Last week, personal matters took priority.  This week, I hit the project hard – very hard.  What have I managed?

I completed the smuggling module.  This is now built of several sequences: an introductory adventure based around one of the key characters; twenty rumours; six location-based repeatable voyages; six trade destinations; several sub-routine encounters that can affect different voyages; seven locations for stashing your loot, some with chase sequences; and many passages allowing you to sell – or try to sell – liquor to the various publicans.  There are a few links into the main rebellion plot as well as an emergent debt dynamic that I quite like…  Anyway, I now feel confident that I’ve done more justice to the subject.  This could have been a book by itself!

I’ve thought hard about the second part of my Robin-Hood-inspired hero’s mission statement: I do occasionally introduce the Steam Highwayman as one who ‘robs from the rich and gives to the poor… or just keeps it.”  Well, in the first volumes, I don’t think I really gave the reader enough opportunities to give their cash away.  Well, there is now the chance to be charitable in (almost) any settlement, and the potential for it to impact your reputation through Solidarity Points – or, in Cornwall, for it to have another effect.  This is going to effect the balance of the series, but I don’t have a great problem with that.  I think I’m getting closer to the gameplay I always wanted.

  • I removed some old stub passages I created when I was trying to write long, story-style smuggling voyages.
  • I removed a gold-panning micro-game, which might be a better fit in Dark Vales & Dark Hearts anyway.
  • I edited the pony-drifting sequence, limiting it to a single location and event.
  • I added a hotel into Harrowbeer, which is a limited, high-class sort of pub…  Unlike the hotel in Mayfair, they will allow you to enter if you stink (GAL-2), as long as you are heading off for an immediate bath, anyway.
  • I’ve fixed a few churches, some of which didn’t really do anything until now.
  • I created a railway journey that needed some detail.
  • I fixed navigation through Barnstaple, which had become needlessly complicated.
  • I fixed a few pub parlours that hosted some higher-class interactions like trading shares and playing cards.
  • I fixed the Favour dynamic and wrote its brief rule section; this also required me to survey Friendships across the book.
  • I did a little bit of work on the Achievements list for The Reeking Metropolis – which includes measuring the rarity of some of the achievements.  I’ll write about this another time: it’s quite a big subject!
  • I checked and completed the logic governing your interactions with another key character – but not one who is involved with the Cornish Rebellion.  Someone with the potential to be a benefactor… or a malefactor.
  • I even used some of the opportunities presented by improving all of these to do my very first reservations in the Dark Vales & Dark Hearts spreadsheet.

The illustration shows you my current planning preferences: I create flowcharts – in pencil first – then number them, filling in my spreadsheet as I go.  I colour the boxes in the flowchart when I’ve written them, sometimes using different colours if I’m trying to distinguish or remember something, and adding codewords or other keys in red.  It’s nice, when I’ve finished a sequence, to scrawl in felt tip so I know that the page is done and I don’t need to check it.

This is the fourth notebook I’ve filled.  I’ve landed on exactly what I like best: an A4, ring-bound dot-patterned book.

So what’s next?  I’m speeding up and there’s a lot of checking as I go now.  I need to:

  • Check, count and standardise the Solidarity Points
  • Rebuild the rumour engine (I’ve increased the number of rumours significantly!)
  • Fix Lundy
  • Check the accent for one of the main characters: when I began writing her, she had a kind of standard English, but she became more Cornish as time went on.  I need her to be one or the other – but she appears in at least fifty passages.

Next update due: 5.12.25

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.

Kickstarter Update 8: Snatching a few moments on Friday night

Title explained: the four children go to bed around 7…  My wife puts the baby to bed a bit earlier and stays with him until he’s settled…  I put the older three (6, 4, 2) to bed from about 7, but it can easily take 90 minutes before they each have teeth brushed, pajamas on, stories read, milk in non-spillable cups (not the eldest – she’s happy to just sleep)- the two year-old needs a nappy – and then we talk through the ‘Story of the Day’ and pray before they are ready to be left.  Then, if I’m not too shattered – today I was filling gaps in a 60m2 concrete floor and preparing it for a latex compound pour – I can turn the computer on, check a couple of life admin things, and write you all an update.

It’s not been the productive fortnight I had hoped for, but I’ve long since learned to accept that there are ebbs and flows in my projects.  It just means that I’ll have to adapt my schedule and be hyper-efficient when I next get down to it. Still, my commitment to update you all on progress means I’m not about to hide away – or be ashamed of a slower couple of weeks.  That’s how radio silence happens, and the slippery slope of a month without an update becomes an absent creator who stops seeing their project as a priority or their backers as deserving communication!  I’ve seen it plenty of times, and you probably have too.  Nor have I been entirely away from Steam Highwayman.  So what’s been done?

– The main focus has been continuing the Quest survey in Princes of the West.  I’ve used the opportunity to edit and improve some of the quests as I’ve gone – removing a few unnecessary codewords and other variables, improving the flow of one passage into another and checking that global changes make sense.  There’s still a lot to do on this – particularly the main quest, but you’ll get a sense of the scale of the project if I tell you that there are currently more than 130 quests in the log.

– The codeword check is also still underway.

– The funds came through – at last!  I’ve not spent any yet, though…  

– I’ve followed up with a few more late backers, bringing total supporters to 322.

– There were also quite a lot of non-SH activities – a long August Bank Holiday weekend at David’s Tent (a Christian worship festival in Gloucestershire) with family and quite a lot of time renovating the floor in the space where my wife and I are setting up a home-schooling hub…  All worth doing, but it’s been writing time that has suffered.

I need to be realistic (maybe even conservative!) about the plan for the next two weeks, judging by how much floor I have to get covered, but I do have some days set aside for this work in the next week.  So maybe I’ll:

– Complete the quest log – this is now the priority

– Improve some of the quests

– Look at fixing/finishing the main quest

– Look at those fight mechanics!

– Plan a trip to Cornwall…

Thanks for following along!  Next update due: 12.9.25

Kickstarter Update 7: At the keyboard on a hot afternoon

Here’s an update on progress so far on the Steam Highwayman: Princes of the West project.  What’s happened in the two weeks since the campaign ended?

– Pledges have all been collected and I’m awaiting the transfer of funds to complete – it looks like it’s in process, but my bank hasn’t notified me yet.

– I’ve followed up where I can with late backers and a few people whose payments didn’t come through.

– I’ve also had a flurry of sales of my old stock of the maps for Smog & AmbuscadeHighways & Holloways and The Reeking Metropolis – so these have been sent off in the post.

– I’ve been working on the codeword check  Codewords are a key component of the logic sequences in the quests, so they have to be right, and that also means checking codewords from other books that become relevant here in Princes of the West.  If your previous playthrough has ticked AmalgamAmphibious or Bolster, then you’ll have some nice bonuses coming your way.

– I’ve spent a large amount of time on a quest survey – essentially, working through the entire draft, checking which passages are parts of which quest or event, and building up to checking that each one is a) finished and b) good.  I’ve already cut out a few orphan passages (without any inward links) that survived from earlier drafts of quests, freeing up about 5 passages’ worth of space.  This is also directly linked to the codeword check.

– The Item check – this has begun.  It’s a huge piece of work, like the codewords.  There are more than 300 unique items in the four books so far – some linked to quests, some purchasable or good for trade, and many that are both!  I love creating fun items, but I have to limit myself…

– I’ve begun creating and formatting the .pub document that will become the submitted print .pdf.  In the name of consistency, I’m using the same software and even the same old laptop for this that I did with the previous volumes: an old edition of Microsoft Publisher which formats things exactly how I like it – but once SH5 and 6 are done, I think it’ll probably be time to move on!  This document is key – I can reuse portions of previous documents – especially for paratexts like the copyright page, titling, introduction and epilogues – but everything needs careful changes – from as small as a change of title, illustrator and ISBN on the copyright page, right up to re-written epilogues.

There’s also been a lot of other stuff going on, including my son’s second birthday and a three-day visit from my brother and his family.

– I was meant to begin drafting Harvest of Death but it hasn’t happened yet, due to the big editing jobs described above.  Don’t worry – when the time is right, it will simply fly off the keyboard!

In the next fortnight, I hope to…

– Complete the quest check

– Complete the codeword check

– Look at my fight mechanics

– List and standardise the rooms

– Check links to the other books

– Be getting my hands on the funds at last!

– Possibly write up Harvest of Death

– Follow up some more backers who dropped out

If you have any input about the codewords, quests, fights or other mechanics, please get in touch.  My game design has improved a lot since the first book, but it’s by no means perfect, and this is one area I really want to improve for Princes of the West.

Next update due: 29.8.25

The Princes of the West draft finished… for now.

Yesterday I reached a milestone of Steam Highwayman IV: Princes of the West: I told myself that I had ‘completed’ my draft.

What does that mean?  First question from interested parties (eg my wife).  “Is the book finished?”

No, it isn’t finished.  It won’t be finished until it has been edited, improved, illustrated and printed.  We’re a little way off all that.  But I would say that I am now at the beginning of the end.

Why did I call a stop to drafting?  I actually have around 100 passages still reserved to write, but I recognise that at the current rate, I would keep expanding the book.  That’s a problem for a few reasons – one being, that eventually this volume will need to be printed, and I think we could be looking at a whopping 1800 passages, or around 300 pages, already.  I also could tell that at my current rate of writing, I would exhaust myself badly.  And the next stage of the writing process is a one I badly need to get some perspective: sharing the draft with early readers for their opinions and ideas. After that, there’ll be a good deal of corrections and edits to write, and when I do those I’ll also finish and finalise the last loose ends.

So I’ve begun to reach out to people who have been committed readers of Steam Highwayman and stepping back from the coal face.  I need to do some other work to get the project to succeed, so it’s time for a change of mode.  I think that there’ll be a few months of long conversations, tweaking around the edges, and then a big editing sometime in the late summer or autumn – maybe at the same time as a trip down to Cornwall myself.

Ben has been working on the cover and I hope to have some things to share very soon.  The big thing I’m waiting on is a colour draft of the front cover – with that, you’ll start to see a regular posting that points towards my next Kickstarter campaign.  I have a plan something like this:

April-June – Preparation for Kickstarter, production of marketing materials, drawing of the map.

[April/May – birth of fourth child…]

July – Kickstarter campaign to publish Steam Highwayman: Princes of the West.  It’s going to be great.

Presuming the Kickstarter succeeds in raising enough funds…

August – January – Ben creates the illustrations, I edit the book, proofreading and further playtesting, layout and preparation for printing, creation of extra reward materials…

February 2026 –  Steam Highwayman: Princes of the West sent to backers and available online.

How does that sound?

So what is Princes of the West like?  Well, early readers are already favourable about improved, modern mechanics, atmospheric adventures in the West Country, and a continuation to the epic tale of the Steam Highwayman (that’s you, then…).  It covers a large area – probably about as large as the first two books together – but uses efficient networking to save on repeated passages and cram in as much content as you can.  You’ll be able to go mining, tame Dartmoor ponies, find hidden gold, assist wreckers, join smugglers, blow things up (a lot of that), take a musical tour of the pubs of Devon, use all your velosteam customisations, negotiate with multiple factions and leaders, help lonely people fall in love, rescue cows from the mud, eat Cornish pasties, smuggle clotted cream, drink a lot of beer in many pubs and lonely inns, find places to stay, get a black eye, sleep under hedges, bribe guards, take airship rides, impersonate an orchestral conductor, defend the poor and marginalised, ally with a visionary (mad?) King, join a fishing crew, play croquet (again), meet old friends, play cards, fix the stock market, use steam computational engines to decode messages and secretive notebooks, use your special skill of haute cuisine (you know, the one you gained in Highways and Holloways when you had to distinguish between different heritage vegetables while in an airborne kitchen) and rob the rich, give to the poor and steam off into the night.  It is great.

Current draft is about 1630 passages long.  I think I’ll probably cut around 100 and I might add in another 200 or so – I expect it’ll round out around 1800 passages.  I’m toying with the idea of producing a lengthier book with more quests as stretch goals…  Four extensions, say, of 50 passages each?  It’s an idea.

And the break from working on the draft is good for me.  I’ve already experienced a massive difference in my focus and no longer have an over-full head.  There are several things I’ve been putting off reading – and writing – over the last months that I can now get back to.

So watch this space!  I’ll be on here pretty frequently until July, I think, although there may be a hiatus while child #4 appears.  And then we should all get to enjoy the pleasure of a lively crowdfunding campaign together.  I know I can count on you all to join in.

Until then, may your boilers stay ever at pressure!  YOU are the Steam Highwayman!