Oh, I was mostly talking about dungeon keys. You did mention sandboxes though. I know the Alexandrian suggests sometimes keying dungeons in your hex key if they’re simple, but I prefer maintaining separate documents. Entering a dungeon feels like enough of a context switch that keeping the rest of the hex material available isn’t useful. For either type of key, I prefer the approach Necrotic Gnome uses.
Gavin Norman is working on a Dolmenwood hex crawl. I won’t ever run it, but I’m going to buy it to see if he has any interesting new ideas for writing up hex keys. Depending on your exploration procedure, there’s varying amounts of contextual information you need beyond just the hex contents (like wandering monsters tables, travel speeds, etc).
I’d expect each hex to have something keyed in it beyond just the terrain type and wandering monsters tables. An empty expanse of wilderness is pretty boring. Depending on the size of your map, that can be a ton of work, and potentially a lot of wasted work, which is why I really like the tags system in SWN/WWN.
The way tags work in SWN/WWN is every tag comes with a description plus an enemy, a friend, a conflict, a thing, and a place. When you need some adventuring grist, you generate tags and blend their elements together to create it. There’s also a fractal adventure generator in the deluxe edition of WWN that can give you further ideas. For sandbox play, SWN and WWN have a lot of really good ideas tools. (Further WWN discussion probably ought to go in
its own thread).