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Showing posts with label Martin Noutch. Show all posts
Showing posts with label Martin Noutch. Show all posts

Thursday, 16 October 2025

A toolkit for open-world gamebook design

The earliest true gamebook (with rules, that is, and disregarding mere multiple-choice texts) was probably Steve Jackson's Death Test in 1978. That allowed players to backtrack and visit the same location multiple times, but throughout the 1980s the main evolution of gamebooks detoured down a different branch with series like Fighting Fantasy, where the arrow of narrative time pointed in one direction. It wasn't until 1995 that the first open-world gamebooks appeared -- followed by silence until, decades later, series like Steam Highwayman and Legendary Kingdoms took up the torch. Finally it seems that open-world gamebooks might be becoming the dominant form.

I have been sent a succinct and comprehensive toolkit for open-world design that would-be gamebook writers will find very useful. Not just would-be writers, either; I've been doing this since the last millennium and even I found it had some handy tips. You can find that toolkit here. The author prefers to be known only as Ruth, so I will respect her anonymity, though it can only be a matter of time before her own open-world gamebook series appears.

In the Vulcanverse books, when I used what Ruth calls Local Changes, typically I'd include another entry:

So you’d arrive at the location and be presented with the situation that could lead to a change. If you complete that correctly you’re told to turn to the original location and tick the box. Then you get a one-off scene that explains the change and assigns any relevant keywords. If you return to the location subsequently you go to X*A which is the location in its changed state.

Regarding keywords, it’s worth differentiating (and incidentally I say this with 20/20 hindsight) between keywords used as logic flags to denote that an event occurred (“a tidal wave hit the city”) and keywords used to indicate a current state (“the city is in ruins”). In Vulcanverse I could have used keywords and titles respectively for those two functions. I didn’t, which meant that sometimes I’d remove a keyword that was no longer applicable, only to realize later that I’d still like to know if the player had originally had that keyword. Eg if I complete a quest for the king and so he makes me the court champion, even if later on I lose the court champion keyword I still need to have the keyword that says I did the quest. (I'll discuss flags and states in more detail in a future post.)

Regarding rules mechanics generally, I keep promising that next time I’ll create an object-oriented rule set so that I could keep track of, say:

  • having one’s face stolen by a mujina
  • getting cursed by a fairy to have a donkey’s head
  • acquiring blue skin
  • being body-swapped into another form

Variously those conditions could mean:

  • You’re not recognized by somebody who should know you
  • You’re mistaken for someone else
  • You are treated differently from other people (potentially in several different ways)

In Fabled Lands I ended up filtering for all those statuses every time I asked the player to check them, whereas if they had been properly organized I could simply have asked, “If you have a status that is listed as transformative and uncanny, go to X”.

Similarly with equipment, where it is useful to have a generic way of identifying whether something can be used as a weapon, or has a blade, or reflects like a mirror, or is made of iron, and so on – rather than having to list the items for each applicable function (such as “if you have the polished shield, the silver mirror, the jade looking-glass…”). Ruth's Multi-Function Item tool covers that one, and could be extended to keywords describing the character’s current status to solve problems like the altered-face one above.

Vulcanverse also used the Current Location feature, a box on your adventure sheet where you record a section number that you are routed to after the current subquest you're on is complete. This allows for encounters to happen at different points around the world, for instance when you're acting as go-between carrying love tokens from Eros to Psyche in The Hammer of the Sun. The Current Location can be used for a lot of things, a common example being when you have a wandering NPC whom the player has to meet up with from time to time, because the different stages of the player's dealings with the NPC don't have to be tied to the geography of the world. You just tell the player to record a Current Location number when the subquest is triggered, then when the next part of their interaction with the NPC (or whatever) is done, you send them back to the Current Location and they resume their travels.

I was going to compile a list of gamebook design resources, but they are many and scattered far and wide. Here are a few to get started. If you know of any others, link to them in the comments.


And while we're on the subject of gamebooks, the Blood Sword 5e hardcover book has just been released in the UK and US. You can buy it at Orc's Nest or from GMS Tabletop Games. The book is a complete 5e roleplaying campaign based on the gamebooks and features some absolutely top-notch design, writing, artwork and production. If you're starting to think about Christmas presents, it's the perfect gift for the avid gamer in your life. Just be aware: they're going to need a bigger stocking.

Tuesday, 1 April 2025

Alternate versions of Heart of Ice

This post isn't really an April Fool, but it tickled me. Somebody told me they'd asked ChatGPT what The Warlock of Firetop Mountain might have been like if Oliver Johnson and I had written it. I could tell it that for starters the book wouldn't have sold a tenth as many copies, but it concentrated instead on the stylistic aspects:

"If The Warlock of Firetop Mountain had been written by Dave Morris and Oliver Johnson, it would likely have taken on a more complex, story-driven, and atmospheric quality, with a richer interplay between narrative and character choice. The book would be darker, more sophisticated, and immersive, with a layered story and morally complex characters that invite readers to question the nature of heroism, villainy, and fate. It would keep readers enthralled not just with the challenge of surviving the mountain but with the depth of the world and characters they encounter."

First thought: spare my blushes. But maybe ChatGPT always finds the upside in any comparison? I tried asking it what Heart of Ice would have been like if written by the éminences grises of UK gamebooks. Its reply:

If Heart of Ice had been written by Ian Livingstone and Steve Jackson, it would likely have had a distinctly different tone, structure, and gameplay focus. Here’s how:

1. Emphasis on Combat and Skill Tests

Livingstone and Jackson’s style, particularly in the Fighting Fantasy series, leans heavily on combat encounters and skill tests. Instead of the intricate social interactions and strategic planning that Heart of Ice focuses on, there would likely be more dice-based combat and stat checks woven throughout. Encounters with mutants or dangerous factions might involve straightforward fights rather than diplomatic or strategic solutions.

2. Simplified Storyline and Character Interactions

Heart of Ice is known for its branching paths, character-driven plot, and complex narrative. If Livingstone and Jackson had written it, the story might be more linear and driven by clear objectives rather than complex interpersonal choices. NPCs would be more likely to serve as allies or adversaries without much emotional depth, focusing on the immediate stakes rather than broader story themes.

3. Collectible Inventory and Traps

Livingstone and Jackson often include item collection as a key part of their gameplay, with a particular focus on specific items needed to progress through the story or defeat major challenges. If they had written Heart of Ice, players would probably need to collect certain artifacts to reach critical locations like the chamber of the Heart, and there might be more hidden traps and hazards along the way, requiring particular items or choices to avoid disaster.

4. Greater Focus on Luck-Based Outcomes

Jackson and Livingstone's works often incorporate luck as a major mechanic, where random rolls can dramatically impact outcomes. Instead of just weighing the risks and rewards in Heart of Ice, players might face outcomes that hinge on a luck stat or a random roll, affecting their survival or success.

5. Increased Use of Instant Failures and Dead-Ends

Heart of Ice has a reputation for being fair in its approach to player agency and choices, allowing for a range of ways to succeed. In contrast, Livingstone and Jackson might introduce sudden death options more often, which could increase the difficulty and frustration. This could potentially make Heart of Ice a more challenging but also more punishing journey.

6. A Clear-Cut "Big Bad"

While Heart of Ice presents a nuanced story where antagonism isn’t always black-and-white, a version by Livingstone and Jackson might feature a single, clearly defined “villain” character. This villain would be more traditional, with the player's final objective involving a climactic showdown or battle, in line with the classic fantasy narratives they’re known for.

So, the gamebook might end up as a harsher, combat-heavy adventure with a strong, linear quest through a dangerous landscape rather than the layered and atmospheric narrative exploration Dave Morris crafted.

I haven't read enough Fighting Fantasy books to know how accurate that is, but it sounds pretty impressive. I couldn't resist asking it about other gamebook authors' possible take on the book:

“A Joe Dever version of Heart of Ice would likely be an immersive, heroic journey with a noble character, structured progression, and clear moral and strategic choices—capturing both the danger and the higher purpose of the quest in a more heroic fantasy style. He’d likely weave in a sense of duty, encouraging players to act for a greater good rather than personal gain.”

“In Jonathan Green’s hands, Heart of Ice would become a grimdark, horror-fantasy adventure, filled with visceral details, deadly encounters, and moral ambiguity. Green favours action-packed scenes and deadly encounters, so his version of Heart of Ice would feature frequent, high-stakes battles and physical challenges. It might involve collecting key items to reach the Heart or unlock special advantages. He’d likely add a layer of treasure-hunting, where players need to acquire specific artifacts or resources scattered throughout the wasteland to succeed. He loves a grand finale, so his version would likely end with an epic, high-stakes confrontation at the Heart.”

Martin Noutch’s version would be a complex, playful, and layered adventure, balancing whimsy with emotional gravity. It would be a unique experience, inviting readers to engage with the story on multiple levels, both as an adventure and as a philosophical exploration of resilience, identity, and purpose in a world gone cold. He might include interactive features like tracking character traits, shifting perspectives, or even a system for moral ‘weight’ that changes based on choices. Noutch would probably play with the medium, encouraging readers to see the book as more than a story—perhaps introducing puzzles or mechanics that reflect the icy world’s desolation and the player’s perseverance.”

“If Paul Mason & Steve Williams had taken on Heart of Ice, the gamebook would be a surreal, philosophical journey, focused on introspection, symbolic encounters, and moral ambiguity. Rather than a straightforward adventure, it would feel like a dream-like, psychological exploration, where the destination matters far less than the journey itself. Their works often explore identity and transformation, so players might undergo changes based on their choices, affecting their skills, personality, or even memories. The players might evolve, not just in ability but in character, with each decision subtly reshaping the protagonist’s sense of self and purpose. The character’s motivations for seeking the Heart might also shift over time, depending on the journey's transformative impact. Instead of a straightforward victory or defeat, the journey might conclude with an open-ended, introspective finale, leaving players to interpret what they’ve achieved or lost. The Heart could be something far more abstract—maybe a philosophical revelation or an understanding about the nature of humanity and survival. The ending might reflect the choices made throughout, leaving players with questions rather than answers.”

Jamie Thomson & Mark Smith are known for their sometimes irreverent style. Heart of Ice under their pen would probably include more dark humour and satirical elements, especially in character dialogue and descriptions of the setting. It might lean into the grim aspects of the post-apocalyptic world with a slightly tongue-in-cheek twist, letting players confront both the desolation and absurdity of humanity’s downfall.”

There are many other talented gamebook writers, of course, but let's keep this under two thousand words if we can. Also, many of the above examples make some kind of sense as Jamie, Mark, Oliver and Paul were all players in the Tekumel campaign that inspired Heart of Ice.

Finally, as a tonic against mortal hubris, I asked ChatGPT how it would improve on my original book:

To enhance Heart of Ice by Dave Morris, we could build on its strengths—the compelling world-building, intense survival themes, and open-ended structure—while adding new dimensions to enrich the experience. Here are some ideas:

1. Enhance World Interactivity and Dynamic Environment

Expanding the world’s responsiveness to player choices would amplify the sense of a living, evolving environment. For example, the harsh ice-covered world could react to the player’s presence in ways that change terrain, reveal hidden paths, or shift alliances among factions. This could make survival not only about enduring the environment but also influencing and adapting it.

2. Expand Character Development and Relationships

Adding a system where the protagonist's choices influence traits or relationships could deepen player immersion. Perhaps the player could develop unique bonds with NPCs, leading to varied endings or special advantages based on trust, alliances, or rivalries. This would make each choice carry more emotional weight, emphasizing both the loneliness and connection found in such an isolated world.

3. More Nuanced Morality and Consequences

The original story features morally ambiguous choices, but expanding these even further could add complexity to the player's journey. Introducing choices with delayed consequences that unfold in unexpected ways would heighten the stakes and allow the player to see the broader impact of their actions—either in aiding certain factions, using resources, or making ethical compromises.

4. Introduce Mysteries with Long-Term Payoffs

Building in hidden mysteries that only reveal themselves through multiple playthroughs could enrich the lore and encourage exploration. For example, obscure clues found throughout the icy wasteland might hint at ancient technologies, or the true nature of the Heart of Volent might only become clear through carefully pieced-together discoveries. Each run could reveal new layers of history or insight.

5. Expand Mechanics for Resource Management and Survival

Given the harsh, resource-scarce setting, adding more nuanced survival mechanics could make the journey more immersive. Players might have to carefully ration food, water, and warmth or deal with shifting weather conditions, making travel more strategic and emphasizing the environmental dangers of this world.

6. Player-Driven Goals Beyond the City of Du-En

Expanding the story’s focus beyond reaching the Heart itself would add depth, especially if there are varied side quests or goals tied to the protagonist’s backstory. For instance, players might choose to pursue knowledge about the world’s origins, help rebuild a faction’s community, or take on a personal mission with high stakes. These could offer alternative endings based on different player-defined motivations.

7. Deeper NPC Lore and Factional Storylines

The factions and characters in Heart of Ice are intriguing, but expanding on them could add richness. Each faction could have its own lore, unique goals, and internal conflicts that unfold through interactions. Aligning with different groups might lead to varied story paths, and the protagonist could gain insights into the world’s history, politics, and culture.

8. Philosophical or Reflective Elements Linked to the Protagonist’s Journey

Introducing elements that invite the protagonist to reflect on their motivations could add a layer of introspection. Perhaps they occasionally encounter sites of historical significance that reveal more about the decline of civilization, prompting players to consider their role in this world’s legacy. These scenes could add depth and give a more philosophical tone to the player’s mission.

9. Expanded Narrative Endings with Layered Themes

Adding more varied, layered endings based on how the player has changed or impacted the world would reward exploration and role-playing. Endings could reflect the protagonist’s growth, alliances, and decisions, offering insights into what their journey ultimately means in the grander context of the icy wasteland.

With these improvements, Heart of Ice could evolve into a multi-dimensional experience that emphasizes survival, moral complexity, and a sense of both personal and environmental impact—deepening the world and the player’s journey through it.

Good points, but I'm not sure if I could have packed all that into 454 sections -- or 455 if you're going by the revised Kindle version. Thirty years ago even delivering a gamebook as long as Heart of Ice (which is about 70,000 words) was tricky to sell to a book publisher. If I were doing it today I'd love to go up to 120,000 words (like Can You Brexit?) or even 220,000 words (as in Workshop of the Gods) which would allow me to indulge all the backstories of the other characters and to put more detail into settings which in the 1993 edition I could only describe with broad strokes. With Russ Nicholson I planned a 2000AD-style comic story (called "Don't You Just Hate It When That Happens", if you really want to know) expanding on Chaim Golgoth's history with Harek Asfar, which was touched on in the book in just a few lines:


We'd have liked to do a comic for each of the main characters but abandoned the idea because there was nowhere in the UK to publish them. And maybe it's just as well. Economy in writing can be an asset even when it's forced on you by the publisher. Maybe Heart of Ice if twice as long, or bulked out with standalone comics, would just feel self-indulgent.

I do occasionally get an urge to return to Heart of Ice's roots and write the roleplaying mini-campaign. I'd probably use GURPS 4e for that, which might put a lot of people off but it's really the best fit. I certainly wouldn't make it any less bleak. Modern readers sometimes grumble about that, but imagine Brazil or Excalibur or Sunset Boulevard, say, with a happy ending. Ugh.

What I'd really like, given a ring of three wishes or a lottery win, would be to adapt it into a CRPG or a TV show. And if I ever should get to do that, I'm planning to enlist ChatGPT (or maybe Claude, or Perplexity, or DeepSeek, or all four) as a writing partner.

Friday, 6 December 2024

Some stocking fillers

With Christmas coming up, I feel I should suggest a few presents. Christmas Eve is the perfect time for weird tales, and they don't come any better than John Whitbourn's Binscombe Tales -- the perfect blend of eeriness, wit, charm and chills. But don't overlook the same author's novel Babylondon, which I sometimes categorize as Doctor Who meets A Matter of Life & Death:

"1780, The Gordon Riots: London is on fire and in the hands of the mob. Babylon rises from the Infernal depths to replace England’s capital and rule forever. Enter the enigmatic Cavaliere, sent to sort things out, armed only with a swordstick—and frightfully good manners."

Also recommended is his short story collection Altered Englands, "where traditional ghost stories rub shoulders with alternate histories, science fiction, fantasy, and tales of the supernatural. Expect blood to be chilled, pulses to quicken, and wry smiles to be raised. Includes the concluding—and revelatory—story from the Binscombe Tales series, ‘England Expects!’"

John Whitbourn doesn't only write for grown-ups. Like many authors, he has shared the tales he told to his own children. Look for Amy-Faith & the Stronghold and Amy-Faith & the Enemy of Calm.

Also imbued with the magic we expect of the season is Roz Morris's delightful short novel Lifeform Three, in which a robot and an animal together remind the humans of the future what really matters in life. Roz also wrote a charming and quirky travel memoir, Not Quite Lost, in which the Morrises explore odd corners of the UK; think Bill Bryson with more focus on the lives and eccentricities of the people met. Of course, I'm not impartial.

Another timeless classic guaranteed to bring thrills and laughs: Jamie Thomson's Dark Lord novels. Supposedly for kids but loved just as much by grown-ups, the series makes ideal reading for Christmas.

If you're not into fiction, regular readers will remember that I have previously praised Andy Fletcher's memoir-cum-life-guide How To Back Horses & Yourself. As I put it in my Amazon review, reading it is like going for a pint with somebody who is expert in their subject and is also a dazzling raconteur who can be funny and insightful while telling you all the ins and outs of their subject.


There's nothing Christmassy about Fights in Tight Spaces, but it is a fun little game that Jamie and I have been enjoying recently, and if you're too lazy to do any shopping it has the advantage that you can just download it. It reminds me a little of the classic boardgame Gunslinger, given that your tactical moves are played in the form of cards with an action point cost (though in Gunslinger you choose the round's cards rather than having them dealt randomly and most cards can be played in more than one way). The developer is currently polishing a follow-up called Knights in Tight Spaces, which I can see myself losing many hours to.

Or what about a gamebook? Some of the best available are Martin Noutch's Steam Highwayman series, rich with enough period atmosphere, innovative fantasy, exhilarating adventure, and vivid characters to draw comparison with Dickens. Playing these is like diving into your own Christmas Day movie.

Possibly the ultimate in depth of both setting and gameplay is Expeditionary Company. This series is complex but rewards the care and attention you'll put into every detail, even down to the NPC guards you'll pick to defend your caravans: some of the NPCs are arrogant and hard to get along with but consummate fighters, others have valuable skills like healing, survival, tracking and trading. There's a huge range of downloadable extras you can find here. What would be even more perfect to turn Expeditionary Company into a Christmas gift would be if there was a boardgame adaptation (maybe a Kickstarter for 2025 there?) but with a little imagination you'll find the gamebooks are all you'll need to carry you off into a whole other world of fabulous adventures.

Another innovative gamebook is In the Ashes by Pablo Aguilera. I say gamebook, but this really is a solo RPG with a fascinating admixture of boardgame elements. I intend to talk more about both this and Expeditionary Company when I get time to analyze them in detail, but suffice it to say that In the Ashes is a physically gorgeous artefact that would make an ideal Christmas present.

Or for something visual that's both disturbing and charming at the same time, let me recommend Ryan Lovelock's brilliant Kadath Express. Ryan has provided a free digital version (hit the link) for you to try online, but consider splashing out for the hardback because it really makes a gorgeous gift.

For roleplaying into the New Year, I like the look of Postmortem Studios' Wightchester: Prison City of the Damned. It's sort of the horror reversal of Mirabilis (see below) as the comet of 1666 causes the dead to rise from their graves. The rising is worst in England, where the dead from the plague and the recent Civil War overwhelm the city of Whitchester, which is subsequently sealed up tight and walled off, becoming Wightchester. The city is now a prison for criminals tasked with reclaiming it and facing certain death from the undead should they fail. (And for further ideas to keep the campaign going once Whitchester is purged of zombies, you could do worse than plunder the imagination of Pat Mills in his comic Defoe: 1666.)

If you're looking for books of mine (and bless you, if so) then the ones I'd most recommend for Christmas are Mirabilis: Year of Wonders volume one and volume two. And if comics are not your thing, the Edwardian fantasy of the Mirabilis universe is also on show in A Minotaur at the Savoy, a collection of quirky vignettes. Or if it's a virtual stocking you're looking to fill, try the online version of Heart of Ice generously coded by Benjamin Fox.

And for viewing on Christmas Eve and Christmas Day, here are a few things I've enjoyed over the years while recovering between bouts of turkey and pudding. Wine may also have been involved.

Finally, a freebie: my pulp-era SF pastiche "Cubic Capacity". It's not specifically set at this time of year but it has got a lacing of whimsy such as readers used to find in Unknown, which seems appropriate to the season, and being free it counts as a gift. I was 15 years old when I wrote the story and I'm not sure I could do it any better today. A ghost of Christmas Past, then.

Friday, 29 March 2024

Maps of the mind

Martin Noutch, author of the wonderful Steam Highwayman books, is a true scholar of the craft of gamebook writing. One of the reasons his own books are so good might be because he has thoroughly analyzed the works of other writers in the field. The shoulders of giants and all that.

So that you can benefit from his studies too, Martin recently posted his story maps of the Fabled Lands books. Looking at those prompted me to dig out some of the maps I used to plan the books. Astonished that I still have this stuff after 30 years? I'm working on that hoarding obsession.


Trust me when I say that you haven't seen the full possibility of storytelling married to open world gamebooks until you've played the Steam Highwayman series.


And if you like the idea of steam-powered vehicles and picaresque adventures in an early 19th century setting (or style thereof), I recommend Keith Roberts' seminal SF novel Pavane. (It is SF, incidentally, and not steampunk, which is really a branch of fantasy because physics, but I don't want to give any spoilers. Read it and see.)

Saturday, 3 September 2022

A cut-price ticket to the Vulcanverse

September is kind of gamebook month, what with International Gamebook Day (okay, that was August) and then the Fighting Fantasy convention. I didn't make it along to FFF -- after all, I only wrote half of one Fighting Fantasy book, so my connection to it is rather spurious -- but to do my bit I've reduced, nay slashed, the price of The Hammer of the Sun while stocks last or until October 1, whichever comes first.

You can play the Vulcanverse books in any order, going back and forth on multi-stranded quests just like in Fabled Lands, but The Hammer of the Sun is the big one. At 1706 sections it's like two FL books combined. The discount applies to the paperback edition, which you can get at one-third off the usual price (UK) or almost half-price (US) for this month only.

(You can also buy the paperbacks from Amazon in Spain, Germany, Italy, France, and Japan.)

And while we're on the subject of open-world gamebooks, here's some more good news. Martin Noutch, author of the superb Steam Highwayman books, is creating a new four-book series called Saga for Spidermind Games, who publish the hugely successful Legendary Kingdoms gamebooks. Saga is set in the days of the Vikings, is described by the author as "atmospheric, morally ambiguous, and written with a love of place", and if like me you're an enthusiast for all things Norse then you'll want to bookmark that right now.

(Image by Wombo Dream, which has nothing to do with The Hammer of the Sun but I've been playing with it this week and I liked the Ditko-ness of this one.)

Sunday, 29 August 2021

It's that man again


I was interviewed by Olly McNeil of the Storymaster's Tales for International Gamebook Day 2021. Lots of good questions meant that I didn't have to repeat my limited store of Games Workshop anecdotes too much. You can get the video here and buy Olly's Weirding Woods game here.


And the very same day, Martin Noutch joined Olly to talk about the Steam Highwayman books, my own favourite of all the successors to Fabled Lands -- not least because the action starts out in a corner of Buckinghamshire that happens to be where I was born and where a lot of my family live. And Martin shares my preference for low fantasy, the English landscape, and personal-scale stories, as he expatiates on here:

And our friends at Cubus Games will shortly be releasing a Steam Highwayman mobile game that looks absolutely amazing. Great music too. (And is that Boris Johnson I spotted in the NPC rogues' gallery there..? Worth stoking up your steam motorbike just to hold him to account, I'd say.)

Friday, 8 September 2017

Stand and deliver


"Your adventure is only limited by your success in pursuing your own goals. You have no single quest to complete and there is no fixed 'story', but you will encounter many quests, missions, puzzles and mysteries throughout the book. Your journey through these becomes your 'story' and when it comes to an end, you can begin once more and explore what might have been."
That's new gamebook author Martin Noutch describing his upcoming project Steam Highwayman. It sounds like it will appeal to fans of open-world gamebooks, as well as to steampunk aficionados, and if either or both of those ticks your boxes, you want to head over to Kickstarter and back the first volume in the series, Smog and Ambuscade, right now.

I've seen parallels being drawn with Fabled Lands, and certainly Steam Highwayman is an open world -- more of a solo RPG than a gamebook of the Fighting Fantasy single-quest model. But Martin has made a significant innovation. Where Fabled Lands leaves you to define your own character and goals (a degree of absolute freeform that many find too daunting), Steam Highwayman is more like a structured roleplaying campaign in which you are given a pre-defined role. You're not just presented with a world and told, "Go." You're a figure in that world and your choices fill in the character background. Kind of like being given Robin Hood to play, but whether he's a peasant or a dispossessed Saxon nobleman is left up to you. And that difference will, I think, make Steam Highwayman accessible to a lot of people who wouldn't know where to start with Fabled Lands.

Still need convincing? Then try this taste of what Martin has in store:
"Steam Highwayman is an adventure gamebook in which the reader explores an alternate 19th century England on a steam motorbike. You can choose to rob the rich, give to the poor, or to pursue and punish evil-doers. Will you side with the Compact for Workers' Equality and work to bring about revolution in England? Will you find a place in high society and become famed for your gallantry and style? Will you find your own path through the smog of the cities and beneath the branches of the quiet woods?"
I detect notes of H G Wells, Keith Roberts, maybe even a dash of William Morris. It sounds like a glorious immersive adventure which Martin has enriched with a depth of characterization you just didn't get in those old '80s gamebooks. And from his proficiency with accents in that YouTube trailer, I bet his roleplaying sessions are a blast too.