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!

Ambush Sequences and the Noted Passage Mechanic

Adopting the noted passage mechanic allows me to weave sequences of story together independent of their location.  I first invented this method while writing the ambush sequences of Highways & Holloways and my recent work writing the ambushes in Princes of the West illustrates how they work.

First, there are eight major locations where you can ambush passing steamers: five in Devon and three in Cornwall.  These are not the only places where you can stop a carriage and rob the occupants, but they are the major, repeatable locations that generate large numbers of victims, which makes sense thematically, since they are all somewhere on the Haulage Guild highways – the major road network connecting the larger towns of the region.

Once committed to making an ambush in one of these eight ambush locations, the player records a noted passage specific to that ambush location – one of eight passages that function as the end of the ambush sequence.  With this information reserved at the side, the ambush sequence can then continue independent of the location, meaning that generic passages can be used to tell a story that can take place multiple times or in different places.  

It works like this.  After noting that passage, the player rolls to see what sort of vehicle is encountered – or, with the right equipment, the player lies in wait and chooses what type of vehicle to ambush.  The distribution of various Guild road trains and private carriages varies across the eight major locations, partly dependent on the location of the several Guild bases.  The Haulage Guild are universally common, but the Telegraph Guild use the highways closest to their towers, while the Coal Board are more common closer to the large mines and the Atmospheric union are only really encountered near their airfield at Harrowbeer, north of Plymouth (in our timeline, the location of a RAF base during the second World War).

Say that a player encounters a private steam carriage – the highwayman’s preference, surely.  Rich passengers travelling for pleasure are certain to have good loot aboard, and rarely fancy a fight.  The player is then sent to one of four passages (two for Devon, two for Cornwall) that each offer subtly different methods for an ambush, depending somewhat on the actual landscape surrounding that part of the highway.  Within these passages, there is also a condition checker that can take the player off on a specific ambush sequence should they be attempting to rob someone in a rainstorm.

There are more common methods (usually relying on RUTHLESSNESS or MOTORING) and unique ones (typically depending on the possessions a player has), which should mean that a player who returns to a spot could specialise in a particular type method, if their skillset supported it.  Each of these methods typically includes a skillcheck and modifies the diceroll if useful equipment is possessed or relevant conditions are met.

If you fail one of these skillchecks, you might be spat out in a generic failure passage – for example, a passage that tells you about your failure to terrify the driver of the carriage, which can include a random roll chart with slightly-annoying or much-worse outcomes.  A passage like this, which might be met many times in a playthrough, needs to be both simple (not strongly-flavoured) and variable (hence the chart).  It then sends the player into their noted passage – more on this momentarily – or might even give them the opportunity to prepare another ambush.  This might be riskier a second time if the player has suffered damage or a wound as a result of their choices.

But say that a player succeeds in their chosen method and terrifies, or rides alongside, or impersonates a Constable and waves the carriage to a halt.  Then the sequence will send the player to a passage dependent on their broad location, in Cornwall or Devon, as the travellers on either side are slightly different.  Cornwall is known to be a wilder place and more of the travellers there will defend themselves.  The rewards, however, are higher.  This passage selects a passenger for the player to encounter, and in their passage they might immediately surrender their goods or put up a fight.

Once a robbery has taken place, the player can be sent to their noted passage, just as if they had failed their skillcheck and decided not to attempt another ambush.  This passage (dependent on the whether Constables or other enemies are nearby) will decide whether or not the player must proceed onto the fleeing map, and escape a pursuit.  Perhaps not, and instead they have a choice to make about where they will rest that night – in a the house of a nearby ally, in a warm pub parlour or under a dripping hedge.

I wrote large parts of the ambush sequence early in the project – over a year ago – but for some reason, parts were uninviting.  One downside of using these systems is that they can feel repetitive when written under pressure: when I have the time to come up with ideas, these can be some of my favourite passages, with the strongest flavour of all.  After all, this is the core activity for a Steam Highwayman, isn’t it?

But I have just been finishing up the final choices and links in this sequence.  The ambushes for the guilds have been finished for a while.  An ambitious plan to include a range of independent steamers has been eliminated as unnecessary, and I have been correcting and splicing together the ambush sequences for the private steam carriages.  The passengers were completed some months ago.

This is another benefit of the ‘subroutine’ style of planning: I don’t have to write things in a linear sequence.  I do, however, have to read through to ensure that it all makes sense! Is it all too much? Well, that depends on a few things: the feeling of choice, the flow of the text and the rhythm of decisions. My playtesters are going to have to tell me their thoughts soon… Applications welcome.

On the Road – Coalgas and Water

In my very first iteration of Steam Highwayman, which was formatted in Twine (and a bad build of which can be found here), I included two trackers that each counted down from 100, subtracting 1 for each passage you read labelled as a location.  They were, of course, the fuel tank and the water tank of your Ferguson, and I hoped that a minor part of your roleplay as a dangerous villain astride a steam-powered machine would be the need to refuel and rewater it.

I’m not pretending that micromanaging a multiplicity of trackers is necessarily a great fit for a gamebook.  A good eurogame with its coloured cubes, or an extended solo roleplay campaign might benefit from them, but there was clearly a tension between needing to track a fuel gauge with its tiny increments and maintaining any kind of narrative flow, so I abandoned a fuel-and-water-tracker when I moved into paper.

The thing is, I’ve always wanted to include it, as the thematic elements are so strong, and the need to have a good supply would clearly be a real restriction on any outlaw trying to survive under the noses of the authorities.  So far, in volumes I-III, I’ve always let the reader assume that this minor matters are entirely under control, a bit like their need to eat or use the toilet.  Such things can make good narrative content, but not necessarily good gameplay.

But recently, as you’ll know if you’re following along, I’ve been thinking about specific and generic journey encounters.  What sort of events, I’ve wondered, should be happening again and again, in an extended campaign, as you ride up and down the roads of Cornwall and Devon?  Bad weather?  Absolutely – that was an easy one.  And then it came to me…  rather than accurately track how far a reader has travelled, as a computer could, this was the place to thematically introduce the need to refuel, or the consequences of running out of water.  This is where the tiny need to refuel or rewater could interrupt, annoy or reward a reader, deepening the simulation and using some of the ideas I had previously.  Some time ago – I think it was in Highways and Holloways – I introduced the customisation of the pump and filter – and there are one-off places to use it.  But it was intended to be something that would allow you to regain water on the move, and now it can.  Likewise, the enlarged fuel tank might help in MOTORING rolls (its main use to date), but it could also extend your range before needing to buy coalgas.  The need to buy coalgas and find water give you more reasons to visit freight yards and forges, more opportunities for conflict and reward.

So I’ve planned out repeating (generic) encounters for low water and a lack of coalgas that can populate the empty roads and journeys.  I’ll need to add a couple of tweaks into the adventure sheet (!), but other than that, the mechanics are all in place.  And hopefully, without becoming boring.

To give you a taste of what it might read like, here is the low-water encounter, formatted in Twine, for old-times sake.

Post-script: The Cubus app of Steam Highwayman: Smog & Ambuscade is in fact written in twine and compiled from there into the very attractive-looking game they produced.  It was the difficulties with exporting a paper gameplay (with its reliance on the reader’s ability to fill in gaps and act in character) back into a digital, computerised format that revealed and created the bugs that plague the app.  One of my long-terms aims is to work with Cubus to squash and fix all those bugs – some of which are minor, but some of which need input from them which is beyond me – and to see the app re-released in a much more playable, rewarding version.

Progress Report – 8th Feb 2025

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

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

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

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

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

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

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

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

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