Preparing Urban Chaos for the Table
A city can breathe fresh life into any fantasy RPG. They’re where intrigues are born, gold changes hands, and alliances get sealed or shattered over a drink. But when we GMs need to prepare one, especially for just a session or two, cities can feel like an overwhelming tangle of names, maps, and missed opportunities. Here’s how we cut through the noise and bring the bustle to life without over-preparing.
Start With the Map
A visual representation can do wonders. A printed city map (we love Dyson Logos City Maps for any RPG), anchors the city in our players’ minds. Drop it in the center of the table. Use a mini or token to show where the party is.
Even a rough sketch is better than nothing. Divide the city into named districts with distinct purposes: Noble Quarter, Docks, Temple Ward, Market Rows, etc. These become your anchors for flavor, encounters, and player choices.
Don’t Prep the Whole City
You don’t need 200 named locations. In fact, the more you prep, the more static the city can feel. Instead, prep character-interest-first. Build around what your players care about. A cleric might want to visit a grand temple. A barbarian might be itching for a local fighting pit. Give each PC at least one hook in the city and you already have five or six compelling places.
Instead of writing pages of notes for a location, write down evocative names for each location. That’s usually enough. Sorted by district, even a sparse list becomes a flexible toolkit to improvise city sessions. Here’s some examples from our upcoming Guide to Daggerford:
Caravan Quarter
- Lady Luck Hotel (inn and shrine to Tymora)
- Miller’s Dry Goods (adventuring rations)
Farmer’s Quarter
- River Shining Tavern (oldest inn in Daggerford; bards, Zhents, and devils all drink here)
- Harvest House (open-air temple of Chauntea; farming blessings sold for a smile)
River Quarter
- Table of the Sword (shrine to Tempus with cracked pillars and quiet prayers)
- Jail and Constable’s Office (five cramped cells, one stressed constable)
Monuments and Encounters
What makes a city feel alive? It’s not the number of streets or detailed locations we have prepared. It can be as simple as having something happen when players are between destinations.
We can keep a short list of monuments—landmarks that spark the imagination:
- The Broken Spire, still smoking.
- A statue of a forgotten queen, covered in birds.
- A tree growing upside-down from an old well.
- A weathered blade jammed into the town square’s cobblestone.
- A bell of mourning, hung from a crumbling arch, rung only when a hero dies in defense of the town.
- Archway formed from the rusted shields of Daggerford’s fallen militia.
Then we pair these with a handful of random events. Think small, flavorful interruptions:
- A robbery in progress
- A beggar asking for a blessing
- A duel over spilled wine.
- A procession of masked dancers
- Sudden rain or festival fireworks
- A spilled cart blocks the road.
Use these as players travel through districts. We can roll 2d6 to generate a quick, immersive city moment from these lists. These small beats add a sense of busyness to the city.
Preparing and Improvising Cities
We improvise details for the city when needed. When a location or NPC catches the players’ interest in particular, we take note, and build on it. That way the city evolves with the players, each session that they are in the city.
We don’t build cities to write a book (although we have done exactly that in our upcoming Guide to Daggerford). With a strong map, evocative names, and a few moments of flavor, our city can come to life in any RPG—without ever needing to know the names of every bakery in the Noble Quarter.