Raven Crowking
First Post
First off, I will make my usual mention - that this is going to be a sandbox game has no bearing on the question.
From there, when I run a game the answer is simple - the map has to cover the area you expect the PCs to roam around in. Some entire campaigns never leave a single city, others roam multiple worlds. This is one of those things the DM gets to set for his game, and some of the flavor of your campaign will come out of that choice.
He looks, but he does not see.
In a sandbox game, the defining crteria is that where the PCs roam is not one of those things the DM gest to set for his game, except in the most basic of ways.
In an AP, you need to develop no more than the areas that appear in the AP. In a sandbox, you need to at least sketchily develop any area that the PCs could reach. Obviously, areas closer to the starting area are better to develop more fully, but there is nothing in a sandbox which prevents the PCs from heading 60 miles north or 2,000 miles south, apart from what they encounter en route.
Prepping for an upcoming sandbox game, I started with a 11 x 17 sheet on a scale of 1 hex = 60 miles. I then decided where on that map I would like play to begin, and am in the process of creating nine 11 x 17 focus maps at a scale of 1 hex = 10 miles. This is a good scale for general play.
Some areas need closer focus, such as areas around major known dungeons, the PC's starting area, etc. These are scaled down to 1 hex = 1 mile, on 8 1/2 x 11 paper, three-holed to fit into a GM's notebook.
At each scale, the types of features shown are different.
1 hex = 60 miles is just to give me an idea of what the world is like, so that I know what countries are where, what sorts of stories travellers might tell, etc.
1 hex = 10 miles is a general game play scale, where major sites, major lairs, major towns, villages, and cities, etc., can be marked. Smaller lairs, and smaller adventure sites might not be marked.
1 hex = 1 mile is a good scale for focused play, where the players will spend a lot of time within the vicinity of a feature (such as a starting village, a major dungeon, etc.), and allows the GM to include outlying features that would be lost on a larger scale, as well as minor lairs that might cause PCs problems (or provide opportunities) as they explore the area's main feature.
RC