AMONG CATS AND BOOKS

Sandbox Settlements: Prep, Run, and Thrive

Civitas veri sive morvm, Théodore Marcile, 1609

Running settlements in a sandbox game can be particularly challenging. Smaller villages are often manageable because their limited scope makes them easy for players to grasp. However, managing a town, city, or metropolis grows exponentially more complex. While many advise that settlements should exist solely as resupply hubs between sessions, I love them—settlements are intricate adventure locations, teeming with intrigue, factions, danger, and opportunity.

In my Dolmenwood campaign, settlements play a crucial role. They serve as hubs for gathering information, meeting key NPCs, and encountering unexpected events. Although Dolmenwood offers a straightforward procedure for managing settlements, it falls short in clearly presenting the necessary information. A map with marked key locations might not suffice—especially in larger settlements where too many choices can feel disconnected.

Another challenge is integrating settlement procedures with other gameplay elements, particularly travel. For instance, if your players start the day traveling toward a settlement and arrive midday, the established procedure might not mesh with the flow of play. A smoother integration between travel and settlement mechanics can greatly enhance gameplay.

I'm also a big fan of Downtime—a mode that stands apart from regular settlement exploration or restocking. How you transition between these play modes, and how you clearly define their differences, is an important question to address.

Sandbox Settlement Manifesto

Every Settlement is a Dungeon.

Settlements are to be treated as explorable spaces, much like dungeons. Treat the players and their characters as strangers in every settlement—they need to figure it out by exploring, just like tourists in a foreign city. Players typically know little about a place besides a few well-known landmarks and where they are staying, which mirrors their actual experience.

Every Settlement has an Entrance.

This isn't just the literal road or gate; it's the starting point for exploration—the Dungeon Entrance, also known as the Anchor Location. Typically, this is an inn where an innkeeper offers initial guidance, though it could also be a church, a friendly family's home, a noble's manor, or a faction headquarters. The key is to provide a safe (if not free) space for players to rest and gather preliminary information.

Every Settlement can have Levels.

In a settlement, the concept of "levels" translates to Neighborhoods—the building blocks of the community. A small village might consist of one neighborhood, a large village two, a town several, and a city many. These neighborhoods are defined not by population or size, but by the unique features they offer. Each neighborhood has its own Anchor Location, and players choose which neighborhood to begin exploring.

Every Settlement has additional Entrances.

Additional entrances serve as Landmarks discovered naturally during exploration. There are two types:

Every Settlement has Rooms.

Just like any good dungeon, a settlement is filled with "rooms" to explore—but here, those rooms aren't physical spaces; they're people. The way to navigate a settlement is by asking locals for directions. That's why the person at the Anchor Location serves as the entrance: they're the first person you consult. Like a well-designed dungeon room, they only point you toward a few options. For example, the innkeeper might direct you to the blacksmith and the alchemist, but not mention the local wizard—you might learn about them later from the blacksmith. This approach naturally encourages exploration.

Every Settlement is Dangerous.

Much like dungeons or travel, settlements can be perilous. Whether players linger too long in one neighborhood or move between them, encounter rolls can trigger challenges. Not all encounters are negative; many provide opportunities to showcase the settlement's unique personality and ongoing events. Each settlement should therefore have its own set of encounter tables.

Every Settlement has Factions.

Conflict is inevitable. Every settlement hosts various groups with differing goals—from formal factions to rival families. These internal conflicts add depth and tension, making the environment more dynamic and engaging.

Every Settlement has Treasure.

Settlements offer rewards beyond physical loot. Here, treasure comes in the form of information, reputation, relationships, and status. The more you interact with its people—whether by helping, extorting, blackmailing, befriending, or even threatening—the more you shape your standing within the community. This evolving social capital can lead to political influence, access to powerful contacts, or loyal followers.

Every Settlement can be run another Way.

Unlike traditional dungeons, settlements offer an alternative mode of play. Players can choose to spend extended time in a settlement, which advances the campaign's timeline and opens up opportunities for larger, even personal, projects during Downtime. The more thoroughly a settlement is explored, the richer the downtime options become. Ideally, design specific downtime actions tailored to each settlement.

How to Prepare a Settlement

Every piece of information in your settlement should adhere to the Landmark, Hidden, Secret principle by Anne from DIY & dragons. This framework applies both to the neighborhoods themselves and to the individual NPCs within them.

For neighborhoods:

For individual NPCs:

Just like a dungeon is defined by its rooms, a settlement comes alive through the relationships and petty desires of its citizens. As Amanda P suggests in Social Contracts Shall Be Splintered, weaving webs of petty desires and relationships among inhabitants gives your settlement depth and creates opportunities for player engagement. This foundation allows relationships to evolve over time—even without direct player influence—and provides fertile ground for intriguing rumors and dynamic encounters in your settlement tables.

Consider giving each neighborhood its own social contract or unique norm. For example, the eastern part of town might have shuttered, reinforced windows due to past gang wars, while a wealthy western neighborhood might be highly vigilant and distrustful of outsiders from poorer areas. Involve factions wherever you can to further complicate situations.

Lastly, I highly recommend reading Electric Bastionland by Chris McDowall. Many of its principles—like "Everything you find, everything you want is tied to a person somehow"—should guide your design. This idea emphasizes exploring people rather than just spatial locations and linking them with petty desires and needs. Ideally, every in-game decision should carry weight. For example, selling treasure might attract unwanted attention if the buyer demands you hold onto it for a bonus, or buying a new weapon could lead to complications when the smith, using poor-quality iron, directs you to a mine overrun by rust monsters. These dynamic connections—not just isolated rumors—create natural hooks and plots that enrich your game.

Ideally, the more invested you and your players become in a settlement, the more it rewards you—and evolves over time. Even a small village can sustain long-term engagement, while a sprawling city might provide materials and story hooks for years of play.

What should a Neighborhood look like?

When using a settlement from a module, start by examining it closely. For larger settlements, consider splitting the area into distinct neighborhoods. Evaluate geographic features, size, landmarks, and narrative descriptions. Look for distinct sections that can stand on their own. Remember, each neighborhood should have its own Anchor Location and, ideally, a quick-access spot for essential supplies. If these essentials are missing, create and add them to the neighborhood.

Additional neighborhood ideas include:

Not every service must be present in every neighborhood. For example, one neighborhood might feature a single blacksmith while another boasts several jewelers, providing context and detail about local trade.

So, What Do I Actually Need to Do?

Sam Sorensen's In Praise of Legwork explains that in City State of the Invincible Overlord, the extensive detailing—especially of the inhabitants—is what makes it the closest thing to a ready-to-run city module. I believe nothing is more important than creating the people in your settlement with their wants, needs, and (petty) desires; that's the legwork you have to do if you start from scratch. You don't need to map every street and building. Most modules provide a solid set of NPCs and even a web of relationships to begin with, which is great—but you may need to spin some additional details on your own.

If you're pressed for time, focus on one neighborhood and its key landmarks—the locations players are most likely to encounter first. Then ask yourself: Who might they meet next? What catches their interest? You can delve deeper in subsequent sessions and add more people over time. Also, consider what makes each neighborhood special. What is its social contract? How does it differ from adjacent areas? Remember to link not only the people with one another, but also to adventures, rumors, and contacts outside the settlement. And don't worry about including every detail—your players won't remember it all. Over time, the details will build up and become even more meaningful.

Here's a quick guideline for developing a neighborhood:

  1. Decide or roll up an Anchor Location and Landmarks.
  2. Decide or roll up the remaining POIs (points of interest) as needed.
  3. Make everything a person.
  4. Roll up petty desires and assign them to the people, linking their relationships.
  5. (Optional, but recommended) Develop a Social Contract for the neighborhood.
  6. Create some encounters for both day and night.
  7. Connect the neighborhood to people and places outside it.
  8. Involve factions.
  9. Come up with a name for the neighborhood.

Here are also some Spark Tables if you have trouble coming up with something.

Petty Desire Spark Table
d20 Attitude Tension
1 Acidic Animosity
2 Arrogant Bitterness
3 Captious Contempt
4 Calculating Contention
5 Cunning Dissatisfaction
6 Covetous Dispute
7 Cynical Grudge
8 Fuming Grievance
9 Grudging Indignation
10 Insecure Intrigue
11 Insidious Malice
12 Meddling Mockery
13 Murmuring Rivalry
14 Petulant Revenge
15 Secretive Rumor
16 Selfish Snub
17 Snide Squabble
18 Spiteful Vanity
19 Subtle Whim
20 Sullen Yearning

These tables focus heavily on themes of resentment; you may want to create your own that explore a broader range of tones.

Anchor Location Spark Table
d20 Type Feature
1 Caravanserai Authoritative
2 Church Cozy
3 Cottage Defiant
4 Dormitory Enigmatic
5 Farmhouse Erudite
6 Guesthouse Gritty
7 Guildhall Haunted
8 Hall Hidden
9 Home Mystical
10 Hostel Opulent
11 Inn Prestigious
12 Lodge Quirky
13 Manor Regal
14 Mansion Resilient
15 Monastery Rowdy
16 Refuge Sacred
17 Rest House Secluded
18 Retreat Stalwart
19 Tavern Tranquil
20 Temple Weathered
Service Location Spark Table
d20 Type Description
1 Apothecary Arcane
2 Armory Bustling
3 Atelier Eccentric
4 Brewery Faded
5 Chapel Forgotten
6 Docks Gleaming
7 Forge Industrious
8 Gambling Den Intriguing
9 Garden Lively
10 Guard House Mysterious
11 Laboratory Obscure
12 Market Quaint
13 Office Reverent
14 Public House Rugged
15 Shop Rustic
16 Shrine Serene
17 Stable Shadowed
18 Vault Timeless
19 Warehouse Verdant
20 Workshop Vibrant


Example Neighborhood: Speyford - Tattertown

Speyford is a small trading town situated at a popular crossing over the aptly named Spey River. It consists of three neighborhoods.

Tattertown

Tattertown is the rundown—but largest—neighborhood of Speyford. Located on the western shore of the Spey, it is separated from the parts of town on the opposite bank by two bridges. This is where the poor and exploited reside; it's a harsh place teeming with crime. Despite the hardships, the community shows strong solidarity when facing external threats, especially from the wealthier neighborhoods across the river. Every Saturday night, residents gather at the Glove & Grog to cheer and bet on illicit boxing matches.


✱ Info

The locations are coded according to the Landmark, Hidden, Secret principle.

| ⚓ → Anchor | 🐵 → Landmark | 🙈 → Hidden | 🙊 → Secret |

Petty Desires


Flowchart mapping the petty desires in Tattertown.

A flowchart outlining the petty desires that shape Tattertown.

Encounters

Daytime
d6 Encounter
1 "Bingo" Clarkson argues loudly on the street with The Northerner, who remains unimpressed.
2 2d4 guards from Uptown, led by Captain Thomas, search for Maya "Bonebreaker" Shawl—who is nowhere to be found.
3 Robbie and Ruth reenact past fights while discussing their predictions for the upcoming boxing match.
4 A street brawl breaks out, drawing a crowd; meanwhile, Maya Shawl pickpockets unsuspecting bystanders.
5 Tug Tugger hurries to repair damages from a drunken tumult at the Glove & Grog the previous night.
6 Fritz Shoresy, the Clock Maker from Uptown, nervously meets with Bingo Clarkson's bookies to place a bet.
Nighttime
d6 Encounter
1 Ronnie the Red sneaks out, heading toward the gondolas.
2 A flickering light at Clubnot's Wares raises suspicions of a burglary.
3 "Bingo" Clarkson and an employee carry a body toward the Spey River.
4 Jasmin Thorn escorts two gentlemen into the bathhouse—one sporting a rose tattoo on his hand.
5 2d4 drunken thugs roam the streets, ready to provoke trouble.
6 An exhausted adventuring party, laden with treasure, struggles to reach the Dapper Nook unnoticed.

Next Steps

You don't need to predefine every connection between locations; it will depend on what the players seek. Avoid repeating the same information from a single NPC—instead, have them refer the players to others for more details.

Ensure each neighborhood connects with adjacent areas to encourage exploration, and link them to locations beyond the settlement. For instance, Jasmin Thorn might be searching for Marjoram the Magic User from the Incandescent Grottoes, triggering a quest; or a timber shortage might prompt Tug Tugger and others to speculate that the Woodcutter Camp to the south was attacked by faeries protecting the forest.

Microfactions will naturally emerge in each settlement—link them to larger campaign factions (for example, the Rose Cartel) to add depth and tension. Finally, include specific Downtime actions for the neighborhood, such as carousing mishaps or investing in local services, that can alter relationships and create lasting change.


The Player-Facing Side

To keep gameplay structured and engaging, consider using a clear procedure for settlement play. Drawing inspiration from Cairn's methods, here's a procedure that connects settlement exploration seamlessly with travel mechanics.

Settlement Exploration

Watches

Settlement Exploration Cycle

  1. The Warden describes the current location, its inhabitants, and available information. The party then decides on their next course of action.
  2. Each party member selects a single Settlement Action. The Warden narrates the results and rolls on the Settlement Events table. The party responds to these outcomes.
  3. Both the players and the Warden record any resource losses and new conditions (such as torch usage or deprivation), and the cycle repeats.
Settlement Events
d6 Event Type Description
1 Encounter Roll on the settlement's encounter table. Remember to roll for NPC reactions if needed.
2 Sign The party discovers a clue, spoor, or indication of a nearby encounter, location, or event.
3 Environment A shift in weather or in the general state of the population occurs.
4 Loss The party faces a choice that costs them a resource (rations, tools, etc), time, or effort.
5 Exhaustion The party experiences fatigue or setbacks.
6 Discovery The party uncovers interesting information, a rumor, or meets a new NPC. Alternatively, the Warden may reveal a hidden or secret location within the neighborhood.

Settlement Elements

Night
Sleep

Settlement Actions

Travel
Visit Someone
Do Something Specific
Rest

The Other Playmode: Downtime

It's important to differentiate between settlement exploration and Downtime. When players choose Downtime, regular settlement play pauses until the Downtime period ends. Here are some quick pointers for managing Downtime:

What About Maps?

You might have noticed that I didn't mention maps much. I'm convinced that if you approach settlements with these principles, you don't necessarily need detailed maps. That said, it's usually good practice to provide one—just be careful not to overwhelm players. Whether you highlight entire neighborhoods or offer a simplified version, avoid keying in too many locations at once.

Conclusion

I hope this guide helps you prepare settlements effectively and efficiently—without overwhelming yourself or your players. Yes, it can be a lot of work, but the payoff is a living, evolving settlement that enriches your campaign. I'd love to see modules adapt some of these ideas, as many adventures give you just the barebones. While I have more thoughts on Downtime, this post is long enough for now. Stay tuned for future posts on that topic!


Further Reading

There have been many attempts to make play in settlements work—though most focus on cities alone. Here are some inspirational resources that might help if my procedure doesn't fit your style:

#advice #guide #settlements #tables