Chris Kutalik has been running his marvelous-sounding Hill Cantons campaign for seven years, and blogging — with clarity and vigor — about his experiences along the way. I love reading about sandbox and hexcrawl games, and Chris knows his stuff. (He’s also published several books, three of which — Slumbering Ursine Dunes [paid link], Fever-Dreaming Marlinko [paid link], and Hill Cantons Compendium II [paid link]– are currently winging their way to me.)
His series on dynamic sandboxes is a fantastic read:
- Building Dynamic Sandboxes Part I
- Building Dynamic Sandboxes Part II
- Building Dynamic Sandboxes Part III
Here’s the core premise, from the first post in the series:
Often providing dynamism is just a matter of thinking through after a session ends how the various pieces of your sandbox (the machinations/reactions of NPCs high and low, what an in-game activity like a massive treasure haul did to change a base settlement, etc) are organically pushed and pulled by players (and other actors), but it helps immensely to develop a range of tools and habits to give it depth and consistent motion.
Also from the first post, this gem is half of Chris’ technique for making wandering encounter tables (already a fantastic piece of worldbuilding tech) more dynamic:
Adding a variable New Developments slot that is basically a place holder for a special encounter tied to either a recent news event or an action that the party takes. A concrete example is that there has been a recent invasion by horse-nomads (kozaks) just to the north. If that slot is hit on the chart the party will hit something that has to do with event, maybe it’s a patrol by the local militia, foraging stragglers from the horde, deserters etc.
If that sounds like your jam, check out the whole series. They’re quick reads, but dense with inspiration and ideas.
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.