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Hate travel? Find your world is flat? Want to avoid fantasy cliches? Try a Single City campaign.

One of the best solutions to several problems common in RPG campaigns is to set everything in your game in one city. This removes long travel sequences, makes each event in the story be immediately apparent, allows players to build reputations, creates multiple dynamic systems for them to interact with, and allows easy introductions of plot elements. It also makes world building more efficient, since players will probably visit every part of the city over the campaign.
Now, some might think that a single city cannot hold enough content for more than 10 sessions. These people are wrong. A single city can easily hold enough content, adventure hooks, factions, and big events for several campaigns. I will try to break down the most important things to put into your city to create lots of content and adventure hooks.
The first big thing to build for your city is factions. A good city for adventure has lots of competing factions who vie for the party's help, serve as antagonists, and provide services the party needs to use. When designing factions don't be bound by illuminati style organizations or cults, a big city will have loads of different groups. I'll list some here:
Military Forces
  • Guards: The group who provides the law. You can make them corrupt and mismanaged like the LAPD, overwhelmed, or effective.
  • Mercenaries: Cities are often a center of commerce and wealth, so those wealthy people will want their own private forces to protect them. Odds are there are several groups who vie for those contracts to guard storefronts and caravans, as well as rich homes and properties. They can be connected to several other factions (like a temple to a wealth god providing these services, a mafia group providing them, etc.)
  • Soldiers: If the city is part of a kingdom, odds are actual members of that kingdom's military are present and distinct from the city's militia. This can cause conflicts and disagreements, as anyone who lives near a military base will tell you.
  • Mafia: Organized crime can provide great antagonists and even allies for the PCs. But one big service they provide is protection and harassment. Rivalries between mafia families can also provide great adventure hooks, see the conflict between the five families in the Godfather.
Merchant/Trade groups
  • Prominent Guilds: Historically most cities in the late medieval-early modern period had a few big industries like textiles, architecture, art, masonry, etc. based on the surrounding resources. These guilds can employ the services of the above groups and influence politics. They are often quite wealthy and quite possessive, any group that tries to break their monopoly on a trade will find some tough resistance.
  • Merchants: If a city produces or buys goods, those goods have to be transferred and sold by someone. Merchants can be quite powerful, often holding assets as a family unit, and they will often be distinct from guilds and compete with them. Merchants work great as antagonists as well as quest givers.
  • Connections: It is important to note that the above two groups are often heavily interconnected with other groups, as I will get into. A organized crime family might control a guild, a temple might be the main buyers of art from another guild, a notable politician might be from a merchant family.
Religious Groups
  • Temples/Established Faiths: It was very common for the most important faith in a region to get a large dedicated temple in their most faithful city. In polytheistic religions many gods were worshiped most often in a local context, with each region favoring one specific god. Greece is a great example of this, Artemis in Ephesus, Athena in Athens, Zeus in Olympia. While every major god would often have some form of shrine, the most important would have the largest temple complex. These established faiths might compete with each other and with other religious groups.
  • Cults: While our modern definition of the word is often pejorative, historically cults were much more mainstream and accepted. A cult is merely a minor group that worships a minor belief system or god. Cults to Isis were common throughout the Mediterranean for instance, and Christianity started as a cult within Judaism. Small cults to minor gods can be both antagonists (if worshiping evil gods), quest givers (if oppressed), or as interesting mysteries (there is a subset of cults known as mystery cults which involved slow revelations of certain bits of faith and doctrine as adherents progressed up the ranks, historically many Cthonic cults were like this, Scientology is a modern example, and the Freemasons are also a possible inspiration source).
  • Street Preachers: Often an offshoot of one of the above, street preachers and priests who administered among the people were quite common, and can be a fun encounter or even quest hook (see Life of Brian for some fun examples of how to use them).
Governing Groups
  • City Councils: A very common way to run various free cities throughout history has been a city council. Usually composed of members elected by the people, or elected by various powerful interests (for instance, one member from each big trade guild, one member from each big merchant family, representatives from the major temples, etc.) who manage and run the city. Various members can be quest givers or antagonists.
  • Senates: Starting most famously in Athens and Rome, elected assemblies which are larger tend to be common as well. Often plagued by cutthroat politics and violence, historical assemblies could be quite interesting as an adventure on their own. Just look at the history of the Roman republic for examples of all the wild shit that can happen.
  • Appointed Leaders: Common in more monarchic cities, like those of ancient Mesopotamia or much of Greece, these can be Kings, Dukes, or Royal Mayors, whichever fits. This introduces all sorts of court intrigue and influence buying around the leader.
  • Rebellions: Against any ruling group there will be resistance. This can be a fantastic plot hook for a campaign, Sic Semper Tyrannus baby!
  • Civil Service: Often there will be magistrates, local officials, comptrollers, etc. who run the day to day of the bureacracy. This may seem boring, but it can provide some interesting plot events when combined with the above groups. Just look at the influence of the tribunes in Rome or the power of influential Councillors in medieval Europe.
Criminal Groups
  • Mafias: As stated above, these can be powerful groups. Addendum here: A great set of examples is the crime syndicates in Novigrad in the Witcher 3.
  • Thieves' Guilds: Basically a combination of the mafia and trade guilds, but these can often be separate.
  • The King of Beggars archetype: Also see the Witcher 3 or go watch John Wick 2 for an example. This can also be a fun character.
I hope that I've broken down a bunch of different groups you can introduce and use. You don't need to use all of them, but for a long campaign in a single city it can help to have a lot at least be summarized with a few lines of notes. These work great as ad hoc adventure hooks, let's say you have 20 factions total, just lay them out on a 1d20 table, roll twice, see where the conflict is. If doubles, then internal conflict, but if you roll mafia+temple then maybe the mafia is taking over a religion and using it for their ends Pope Alexander style, or if you roll guards+cult then maybe a small local religion is being persecuted by the guards. You can roll multiple times to keep adding factions, like maybe a merchant family is paying the guards to persecute the cult because they dislike that religion. This plot hook generation method is really dynamic, fast, and provides some really deep connections between your world building and the adventures the players experience.
The best part is that these factions can persist between campaigns, so if you run one game that lasts for a few sessions then run another a few months later, you can carry this work over. One city can easily hold enough factions to fuel a 50+ session campaign.
Districts
Historically most cities are broken down into loose districts. These often develop because a city grows over time, often spilling outside its preexisting defenses and new ones are built to surround the new growth, and this cycle repeats. This is most famously shown in Jerusalem, where the various sackings of the city, new walls being built, and new faiths moving in resulted in several distinct areas of the city. Rome famously grew outside of its initial walls (known as the Pomerium) which officially bound what was the city of Rome legally, but extended dramatically outside of that.
There are various types of city districts that have emerged at various points, each of which can provide some great things to build entire adventures within. I'll first cover the broad things you need to consider with each district, then go into some examples of common districts.
Broad Points/Considerations
When designing a district you need to consider a few things. First is which factions are present and active in a district. It is important to note both the presence of and lack of certain important factions. For instance, a slums district might lack guards because of its poor nature and lack of importance, but a rich upper class district might also lack guards because the rich don't want oversight and have private mercenaries handle security (if you have seen Altered Carbon you have seen an example of this). It helps when making factions to note where their "home base" is, since that can help you figure out the geography of the city and which factions might have conflicts.
In addition, think about which districts will border each other. The slums might be outside the walls, the docks might be near the market, the rich area might be near the palace. Districts can be huge (see London's docks) or tiny (see the Parthenon compared to all of Athens).
Types of Districts
  • Temple District: It is very common for numerous religious institutions to center themselves in one area, often because of perceived religious importance (the highest point in a city is very common, see the Parthenon complex in Athens). It is also possible for there to be multiple temple districts in one city, usually based around different pantheons or gods. Not all religious institutions have to be in those areas however, for instance gods of charity might worshiped more in the slums, while a god of trade might have a side temple in the market district. These areas serve as good PC home bases as well as sites of investigation (evil god taking over temple can be a fun adventure hook). Temple complexes often have more than just temples, there is housing for priests and adherents, guards barracks, etc.
  • Military District: This is common in cities where there is a strong military presence. Often entire sections of a city can be dedicated to a military group. For instance, the Field of Mars was an assembly area that was part of the overall city of Rome where the military assembled, the Praetorian barracks complex was a huge area that held the most important military group in the capital, and the guards also have to live somewhere. These can be sites for conflict, intrigue or rioting.
  • Palace Districts: Often the central governing body meets in a specific area. This is most common in cities ruled by a monarch, with their personal residence and the governing institutions for the city all lumped into one place. This is another site for intrigue and plot hooks.
  • Slums: Cities were often the site of mass immigration, with many of those who failed to make it congregating in a depressed and tightly packed in area. These slums were very common, and can be interesting sites for rebellion, crime, and survival stories.
  • Rich Districts: These areas are the opposite of slums, clean, well kept, often with larger open spaces holding gardens and villas. The wealthy and well connected will live in these areas. They often are adjacent to where these wealthy people work, for instance it might be near the temples and markets in some cities.
  • Market Districts: It is very common for most of the trade in a city to be conducted in one large area. The famous Bazaars of Damascus or the Forum of Rome are great examples of this. Since this is where the money is it is common for the various factions to regularly interact here.
  • Docks Districts: These were often distinct from the markets, being where many ships unloaded goods and numerous seedy taverns existed for off duty sailors. A city does not need to be on the coast to have one of these, London famously is several miles inland but its docks are huge and are actually split into two different districts. Docks often also contain shipyards to build new ships and lots of guards to monitor immigration and trade as well as rowdy sailors.
  • Industry Districts: It is very common for important industries to have entire sections of a city dedicated to their use. This is especially common if that industry is dirty. New York has its meat packing district for instance. Whatever the local guild is will have a lot of power here, and this will often supply the markets.
  • Walls: Not really a strict district, but the walls of a city were rarely bare stone strips. Houses and shops were built along them, people used them as make shift roads, and travel worked around them. Often they serve as a split between districts, with it being very common for the rich to use them to keep out the poor.
I should note that a district can be multiple types of the above districts, like a temple district which is also the governing area, or a market district in the rich area and a market area in the slums. There can be multiple districts of the same type, and some districts may overlap.
Side Note: What surrounds the city
Cities throughout history have historically not been neatly bounded. Outside of their walls there were usually settlements and farms and other structures that can be considered part of the city as well. Rome for instance had many fancy villas for senators present in the surrounding countryside and food was often grown in farming areas adjacent to the roads to a city. When designing a city it helps to consider the area within a day's travel of it (~20 miles) because that area is often heavily involved in what goes on within the city.
Locations
Locations can be very interesting and varied. It helps to prepare quite a few to help you adapt quickly to where the players want to go. Obviously the big important ones like a major temple and the palace should have some outlines, but it also helps to prepare some general ones that often show up, like a tavern, inn, blacksmith, magic shop, or fence.
I'll try to break down some important points below:
  1. General notes help. It is useful to have some specific areas detailed, but a tavern in the slums and a tavern in the docks can be similar, so it helps to break down prep into different styles or delineations. For instance, you might have a high end, mid end, and low end tavern prepped, and because you know which district the PCs are in you can put it in quickly. This keeps the flavor and detail around the economic prosperity of an area, but provides easier and more flexible prep. Matt Mercer clearly does this, as can be seen with the various inns the player visited in their first city and his discussions of that magic shop the PCs visited recently.
  2. One important hook per location. For most minor locations it helps to have one interesting hook or oddity that gives that location flavor. Matt Mercer again is a great example of this, he has discussed how his notes for Pumat Sol's shop were literally: Firbolg wizard shop, uses simulacra, name Pumat Sol, and he improved from there. Coming up with these interesting hooks on the fly is much harder, but preparing them in advance and letting improv handle the simpler stuff leads to some really efficient and effective prep.
  3. Minor locations are important. You should prep more than just destinations for the players. Other locations can be very influential in a city but the players just have to navigate through them. Monuments, statues, parks, market streets, sewers, etc. are all important to have some notes on to drop in, since having the party stumble upon a statue to some important figure in the city's history can really help you world build. Think of how cool all the various Triumphal Arches and monuments in Rome are, or how famous Central Park in New York is. These locations can be teases for the players, like describing how they pass a statue to a headless horseman or a strange otherworldly obelisk sitting disused in the middle of the slums.
Now for various types of locations, I'll mostly try to cover some interesting and historical twists you can use with these.
  • Villas/Palaces: The rich like to live somewhere, and these buildings and complexes can often be cities unto themselves, with their own guards barracks, fountains, parks, temples, libraries, etc. Many rich families will compete to see who can have the best villa, and high society parties are great settings for all sorts of adventures.
  • Temples: These can be as diverse as religions are in the world. Certain things were once common but now might seem alien to your players, like temple prostitutes, animal sacrifice, religious orders of knights, etc. Think about how various religious factions might extend their influence. The Vatican had its papal guards, Templars once sallied from Jerusalem, temple prostitutes served throughout Mesopotamia and were very well respected.
  • Taverns/Inns: The players need a place to sleep, and having interesting barkeeps, rowdy patrons, and crusading teetotalers can all provide interesting scene and adventure hooks. Taverns can have cooks, barkeeps, prostitutes, artists, drunks, etc. etc. These are where people meet, interact, celebrate, and mourn. And players always meet in one wink.
  • Docks: Docks are often broken up into segments, usually defined by which was built most recently. They often host other services, like taverns, warehouses, and guard posts, but can be an interesting location in it of themselves.
  • Courthouses/Guard Posts: Let's be honest, the PCs will probably break quite a few laws. Figuring out how the criminal justice system of a city works, who are the judges, whether lawyers are a thing, and how corrupt all that is can create loads of adventure hooks. Think defending a man wrongly accused of murder, being framed for desecrating a temple, or being harassed by corrupt cops. It can also be fun to torture your players with a DMV style adventure, making them jump through hoops and struggle to just get one small thing done.
  • Merchants: Break these down into the shops the PCs are most likely to visit and those which you need for certain quests (like investigating a murder or buying supplies for a journey). Blacksmiths, magic shops, leather workers, masons, etc.
  • Markets: Often trade is held in open air markets. All the stalls, thieves, and wagons passing through this area creates a hectic environment for dynamic things to happen and people to interact.
  • Sewers: Everyone poops, and that poop has to go somewhere. In certain cities like Paris this used to be open air, leaving some truly filthy results. Others like London or Rome had some plumbing which dumped waste into a river or the sea. Sewers are useful because they provide a path to navigate between disparate parts of a city, and often hold some of its less upstanding denizens.
  • Statues/Monuments: Every city has a history, and they will seek to honor that history somehow. I find it useful to think of 3 different great people of each of the following types, founders, generals, saints, and wisemen. A few short notes on those people is fine, just insure that you can answer the PC question of "who is that statue of". These also don't have to be statues, you might have a monument dragged back to the city from some foreign conquest (Rome did that a lot) or some great work completed by a famous architect (like a cathedral or statue of a deity). Fill out a couple of these, 1-2 sentences, and your city will feel like it has a huge history.
  • Parks: These are often most common in wealthier parts of a city, but a nice public space can be an interesting connective point between districts and a source of more open chase scenes and investigations. Central Park in New York or the Gardens of Babylon are both interesting examples.
It is important to note that a location can be a combination of the above types. A merchant shop might be a temple, a dockyard might hold several taverns, a sewer might hold a secret black market, and a courthouse might also be a temple.
When prepping the above material don't worry too much about detail, you can usually make some of that up as you go along. 1-2 sentences of summary on what makes something important for most of the material is fine, it is just very useful to prepare the names and types of organizations since it can often times be difficult to dynamically add them later (like setting up one major religion with several events, then adding another one 20 sessions later). You should naturally expand on material that the players are currently or will soon be interacting with.
I hope all the points I made help you make a city that is truly expansive. A single city can easily hold hundreds of hours of content, involving all sorts of conflicts, monsters, intrigue, and quests. Hell, a single district might hold enough content for 20+ sessions on its own. Cities are living things, constantly changing, adapting, evolving, and expanding. Huge events can shake up the city in a single night, like a fire burning Rome, a earthquake destroying Constantinople's walls, a plague devastating the people, a flood inundating huge swaths, or a siege destroyed much of it. Think through what big shake ups you can throw into the city mid campaign to cause things to shift, and adventure hooks to start. A game in a city under siege and that same city after a great fire are radically different. Factions will jostle for power, wealth, and prestige. Religions will rise and fall. Rulers will change and shift. But the city keeps going.
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