Sandbox Settlements: Prep, Run, and Thrive
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:
- Prominent Landmarks: Known throughout the settlement (and sometimes beyond)—for instance, everyone associates Paris with the Eiffel Tower.
- Local Landmarks: Immediately noticeable when entering a specific Neighborhood. The Anchor Location always qualifies as a landmark, and a secondary landmark should offer essential supplies for travelers. Limiting the number of landmarks to three or four helps reduce initial information overload.
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:
- Landmark: Key details that are immediately visible, such as prominent locations or distinct characteristics.
- Hidden: Information that emerges through interactions with locals, revealing additional services or faction influences.
- Secret: Deep insights that become available after investigating rumors, forging relationships, or reaching a certain status—such as hidden passages, secret societies, or special services.
For individual NPCs:
- Landmark: Their distinctive appearance, attire, or behavior.
- Hidden: Their personal desires, relationships, or challenges.
- Secret: Their innermost wishes and dreams.
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:
- Commerce: Areas for buying, selling, or trading weapons, armor, commodities, ingredients, jewelry, or treasure.
- Services: Locations offering medical, magical, or other support services.
- Worship: Places of worship or centers for spiritual guidance.
- Storage: Secure facilities for safeguarding valuables.
- Production: Areas dedicated to production, craftsmanship, or artisanal work.
- Governance: Centers of local government, administration, or civic institutions.
- Transportation: Spots to buy, rent, or access transport services.
- Temporary: Locations like markets that are only available on certain days.
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:
- Decide or roll up an Anchor Location and Landmarks.
- Decide or roll up the remaining POIs (points of interest) as needed.
- Make everything a person.
- Roll up petty desires and assign them to the people, linking their relationships.
- (Optional, but recommended) Develop a Social Contract for the neighborhood.
- Create some encounters for both day and night.
- Connect the neighborhood to people and places outside it.
- Involve factions.
- 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.- ⚓ Dapper Nook – Mr. Briddle
- [Tranquil Guesthouse]
- Lodgings for 5 coins per night.
- 🐵 Clubnot's Wares – Peter Clubnot
- [General Store]
- Sells rations, light sources, and basic adventure gear.
- 🐵 Glove & Grog – "Bingo" Clarkson
- [Lively Gambling Den]
- Offers food, drinks, betting, and plenty of trouble.
- 🙈 Bandages and Haircuts! – Maya "Bonebreaker" Shawl
- [Industrious Apothecary]
- Provides bandages—and, oddly enough, haircuts.
- 🙈 Trusty Forge – Ronnie the Red
- [Rustic Forge]
- Supplies simple blacksmith products and can craft blades for friends.
- 🙈 Saw Shop – Tug Tugger
- [Faded Workshop]
- Specializes in furniture and chests.
- 🙈 The Bathhouse – Jasmin Thorn
- [Obscure Shrine]
- A communal bath for 2 coins. Great for rumors.
- 🙊 Gondolas – The Northerner
- [Forgotten Docks]
- Provides discreet transport to Uptown. Starts at 5 coins, with prices rising each trip.
- It's not widely advertised and he doesn't transport strangers.
Petty Desires
- Mr. Briddle
- Tug Tugger → Feels mistreated by the carpenter who overcharged for restorations; he believes he shouldn't be silenced. [Insecure Dispute]
- Ronnie the Red → Was publicly pranked by Ronnie's children, Robbie and Ruth, and hasn't forgotten it. [Snide Revenge]
- Peter Clubnot
- Mr. Briddle → Jealous of Mr. Briddle (whom he views as a buffoon despite booming business) and feels entitled to more. [Covetrous Dissatisfaction]
- Ronnie the Red → Heard that Ronnie is secretly dating a rich woman from Uptown despite his wife being only dead for a short while. [Secretive Rumor]
- "Bingo" Clarkson
- Maya "Bonebreaker" Shawl → Once confessed his love to Maya, only to be rejected as "too old", and now sees her flirting with Tug Tugger. [Murmuring Indignation]
- The Northerner → The only person to beat him in the ring; feels humiliated after being denied a rematch. [Petulant Bitterness]
- Maya "Bonebreaker" Shawl
- Ronnie the Red → Plans a heist in Uptown and needs a custom metal item, but Ronnie has refused her request. [Selfish Dispute]
- Jasmin Thorn → Her foster mother forbids her from targeting Uptown—territory controlled by the Rose Cartel—and Maya resents this constraint. [Insidious Indignation]
- Ronnie the Red
- The Northerner → Relies on gondolas to reach Uptown for secret meetings with his lover, yet the rising prices frustrate him. [Murmuring Grudge]
- Tug Tugger → Is annoyed by Tug's constant criticisms about his work quality. [Sullen Squabble]
- Tug Tugger
- Peter Clubnot → Something about Peter rubs him the wrong way, though he can't pinpoint exactly what. [Secretive Animosity]
- Jasmin Thorn → Is infatuated with Jasmin's foster daughter Maya, and resents Jasmin for standing in her daughter's the way. [Subtle Contention]
- Jasmin Thorn
- Captain Thomas → Enjoys mocking the Uptown Guard Captain, confident that her protection by the Rose Cartel renders his threats moot. [Selfish Mockery]
- Tug Tugger → Blames Tug for Maya's growing ambitions and plans to undermine him, despite his importance in Tattertown. [Subtle Revenge]
- The Northerner
- Maya "Bonebreaker" Shawl → Wishes to join Maya's criminal ventures, but she distrusts him. [Subtle Dispute]
- "Bingo" Clarkson → Disapproves of Bingo's boxing matches and looks down on him after a past defeat. [Spiteful Snub]
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
- A day is divided into three watches: morning, afternoon, and night.
- Each character can choose one Settlement Action per watch.
- If the party splits up, treat each group as an independent entity.
Settlement Exploration Cycle
- The Warden describes the current location, its inhabitants, and available information. The party then decides on their next course of action.
- 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.
- 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
- The party may choose to be active at night and rest during the day, but settlement activities are vastly different after dark. Many services might be unavailable.
- Each settlement should have its own encounter table for nighttime activities, and the Warden should roll twice on the Settlement Events table.
- Some settlements view nighttime activity with suspicion, while others come alive only after dark—depending on the narrative.
Sleep
- The last watch of the day is typically reserved for the Rest action.
- Characters need sleep each day; anything beyond minor interruptions can negate or cancel sleep benefits.
- Skipping the Rest action results in each party member gaining a Fatigue and becoming deprived.
Settlement Actions
Travel
- The party may choose to leave the settlement entirely—flowing seamlessly into Wilderness Exploration—or travel to another neighborhood within the settlement.
- While travel within a settlement is slower than in the wild, it's designed to maintain game flow rather than realistic pacing.
Visit Someone
- One or more party members visit a specific inhabitant within the neighborhood.
- This action covers interactions such as conversations, transactions, or other engagements.
- A Travel action is still required to leave the settlement or move between neighborhoods.
Do Something Specific
- Party members may undertake a specific action that doesn't necessarily involve interacting with inhabitants.
- This is a catch-all for unique activities—whether it's staging a burglary, starting a fight, tailing someone, or seeking out a hireling.
Rest
- The party stops at their Anchor Location to rest. Each member pays for lodging (if required) and may need to pay for food or consume a Ration.
- Resting at an Anchor Location usually doesn't require a lookout rotation unless the narrative suggests the area isn't entirely safe.
- Successfully resting removes all Fatigue from a character.
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:
- Decide on the duration of a Downtime Action. I recommend each action lasts at least 1 week—but it could be 2 weeks, a month, or even a whole season.
- Ideally, offer customized and specific Downtime actions tailored to each settlement.
- The more familiar the players become with a settlement, the more Downtime options become available.
- Ensure that Downtime actions lead to interesting and game-relevant outcomes—even if the action fails.
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:
- A Thorough Look at Urban Gameplay in D&D - A Knight at the Opera
- Rules for Citycrawling - Mazirian's Garden
- On Settlements - Blog of Forlorn Encystment
- Cities, fixed at last - A Billiam Banock for Every System
- Sub-Hex Crawling Mechanics - Part 1, Pointcrawling - DIY & dragons
- Thinking About Urbancrawls - The Alexandrian
- City Procedure - Detect Magic
- How I Run a Citycrawl Campaign - Bearded Devil