Something I often struggle with when creating a sandbox is the level of detail to give to each location, and at what point in the process to do so. My sandboxes tend to be big - probably too big. The 100-hex sandbox was my attempt at codifying a procedure for creating a play area that felt big enough to contain the bare essentials that I would want for a campaign without going overboard.
However, my sandboxes tend to be more than ten times larger than that (37 hexes x 37 hexes, or 1,369 hexes, is my usual, although I'm not stocking every single hex). I feel that a large sandbox is necessary to ensure that the play area contains a diverse array of regions to explore (farmland, wild plains, deep forest, highlands with snowcapped mountain peaks, stretches of desert, dense swamps, and shallow coastal waters as well as deep oceans), settlements of various sizes including multiple cities with distinct cultures and politics, strongholds that are either totally deserted or home to monsters, or ruled by bandits and brigands or character-types of different kinds, ruins of various location types, danger levels, and degrees of size/complexity, and monster lairs containing common to very rare monsters and everything in between.
Whether this is a good thing or the "correct" approach is hard to say. On the one hand, it's time-intensive and quite overwhelming to create a large sandbox. On the other hand, the larger the sandbox, the more play it can sustain - that includes not just long campaigns, but multiple campaigns in one region that changes over time, factoring in settlements and strongholds that have risen and fallen, ruins that have been reclaimed, and monster lairs that have cleared by past player characters.
When creating a sandbox of any size, it's easy to get bogged down in the details. I want to have a big picture of the world when play begins, but I only need a small detailed area to actually play the first several sessions:
- The starting settlement and its important locations (generally speaking, its "districts", if any) and NPCs (usually the highest-level ones so I know what services are available and who rules the place, and the lowest-level ones so I know what henchmen might be available to recruit)
- At least one fully-prepped dungeon or dungeon level (either a big tentpole dungeon near the starting town or a few smaller dungeons nearby - with smaller dungeons I'll usually prep enough so that each player can potentially start with a different "hook" and discuss which to pursue first, although this is probably overkill)
- The nearest active strongholds so that the players have factions outside of the city to interact with (if there's a castle nearby, it's important to know if the ruler is benevolent and just or a psychopathic warlord)
- Any monster lairs in the immediate area which might populate local encounter tables or cause problems for the region (it's good to know whether the monster lair a day's travel from the starting settlement is home to a pack of wolves or an ancient red dragon)
For the rest of the play area, I need much less detail. I don't need to know every location and NPC in every city and town and what treasure is hidden in everyone's house. I don't need to know how many men-at-arms and henchmen are in each stronghold, what magic items all the character-types have, and how each of them feels about the Caves of Chaos. I don't need to know how many levels and rooms are in a dungeon, what's inside each room, and how the Air cultists feel about the Fire cultists. I don't need to know how many coat racks and benches are in the fire giants' barracks.
Instead, I find that most other locations require just a minimalist "sketch" in my key. These can be further developed over time once the player characters intend to travel to these locations, or I can systematically develop them in my free time while the players explore the locations I detailed prior to the start of the campaign. When I'm sufficiently motivated, I can usually stay a few steps ahead of the party.
Here is a breakdown of each type of location (settlement, stronghold, ruin, and monster lair) and what details I include in the brief "sketch" that goes into my initial key:
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The Village of Hommlet is too much detail for your sandbox! |
Settlement
- Type: Dwelling, thorp, hamlet, village, town, or city (often I just do village, town, city, and city-state). The settlement type is a useful shorthand which determines its population and, in turn, what services are usually available. This will also determine the value of goods the player characters can unload at once.
- Population: This determines what sort of militia the settlement has (if any - I usually rule that one tenth of the population can be called on to defend the settlement if needed), whether the settlement is home to character-types and how many (I usually rule that 1-in-100 citizens is a character-type), and whether lodging is available (I usually rule that there's an inn for every 2,000 citizens).
- Character-types: I won't flesh all of these out, but I like to know general numbers. A hamlet of 300 people has three character-types, so I like to know who they are. A city of 30,000 has 300 character-types, which I'm not going to detail. A hamlet might have a high-level cleric capable of casting raise dead, so it's important to know who exactly the character-types are. In a large enough settlement, I can assume that some NPC is capable of doing so, and it doesn't matter as much at the outset who exactly that is. What I do want to know is who are the most powerful character-types. This is probably only those character-types who are likely to have a stronghold, temple, thieves' guild, wizard's tower, or whatever in the settlement. In a big enough settlement, I only care about the warlords, archmages, archpriests, and the like - those figures which command factions and influence local politics.
- Ruler: Since the structure of D&D society is a levelocracy, this is usually the highest-level character (I will pick a random one if there are multiple character-types at the highest level, with the understanding that they are all likely competing with one another for power). If there are no character-types, I'll just determine an alignment for the settlement and say the ruler is an ordinary patriarch/matriarch/elder/reeve/etc. I'll determine the ruler's alignment, class, and level (if applicable) to get a general idea for what the settlement's "vibe" is.
- Reaction: I use the general alignment of the settlement or its primary ruler to make a reaction roll which determines how the ruler and their faction feels about the player characters upon first encountering them. In a small enough settlement, this might determine the disposition of the settlement's denizens as a whole.
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The Keep on the Borderlands is too much detail for your sandbox! |
Stronghold
- Type: Small (tower), medium (keep), or large (castle). Sometimes I add very large (fortress complex/palace). This isn't really that important. I might use it to determine the number of men-at-arms later. It's mostly just so I can plop an appropriate icon down on the map and so I know what kind of map to use once I need it.
- Ruler: I want the players to know if the tower is ruled by a fighter, a wizard, a cleric, or whatever. I usually roll on the AD&D DMG's Castle Sub-table II.B to determine this. This isn't a city, where the players can assume that they can find high-level characters of all types. If the players decide to visit a stronghold, they're likely looking for something from its ruler, so it's important to have a vague idea as to who that is.
- Reaction: Like settlements above, I want to know how the ruler and their retainers react to the player characters upon first meeting them, whether the players seek them out or not. Will they demand tribute/tithe? A joust? Will the player characters be feasted or thrown in the dungeons?
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The Temple of Elemental Evil is too much detail for your sandbox! |
- Type: Using AD&D's stocking method, this could be a stronghold (tower, keep, or castle), village, city, shrine, or tomb. I may also use the 5e table, in which case the ruin could be a death trap, lair, maze, mine, planar gate, stronghold, temple or shrine, tomb, or treasure vault. I generally like the 5e table more, but the exclusion of ruined cities is a real dealbreaker. I should probably just make a combined table that includes all of the above!
- Builder: For strongholds, I determine the builder as with strongholds, above. In a human-centric setting, I usually assume villages and cities were human cities, but I might also roll on 5e's table which includes beholders, dwarves, elves, giants, hobgoblins, kuo-toa, liches, mind flayers, and yuan-ti as creators. Shrines are built by clerics, of course.
- Ruination: What caused the site to become ruined? 5e's table is good for this also. It could have been abandoned due to plague, conquered by invaders, destroyed by raiders, destroyed from within by internal conflict, destroyed by natural or magical disaster, cursed by the gods, or overrun with extraplanar creatures, for example.
- Current Occupants: I will usually just intuit this from the preceding information - plague-infested vermin and undead with blighted plants, bandits, squatters, elementals, living spells, cultists, planar creatures, undead, whatever. When in doubt I pick at least two different factions with lairs inside the ruin and three lair-less wandering monsters types that can be encountered inside. The Dungeon Checklist is a good tool to use here (i.e., I'm sure to include at least one monster that can be fought, one that can't/shouldn't be fought, and one that the player characters can talk to).
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The Hall of the Fire Giant King is too much detail for your sandbox! |
- Type: What monster lives here? Humanoids? Beasts? Giants? Dragons? I will hone in on a specific type (for example, goblins rather than orcs), but I won't necessarily figure out how many there are.
- Leader: If the monsters are intelligent (and often even if they aren't, since players can still talk to beasts and plants if they want), I'll try to figure out who their "leader-types" are. The bandits always have a high-level fighter leading them, but do they also have a wizard or cleric? I consider that important information for my sketch.
- Reaction: I want to know how the monsters in general react to the player characters. When I eventually get down to the details, I might find that the fire giant hell hound master reacts differently than the cook, but I want to know what the occupants' general disposition is and what orders the leader might issue upon becoming aware of the player characters' intrusion.