• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Sin City
  2. Lore

1. Welcome to Sin City

Welcome to Sin City

Sin City is a grounded modern-crime campaign set in the coastal metropolis of Sinspire. The city is built on gambling, organized crime, political corruption, corporate ambition, smuggling, nightlife, desperation, and carefully maintained appearances.

Its official name is Sinspire, but residents, criminals, tourists, musicians, and tabloids usually call it Sin City. Government offices, police reports, corporate documents, and formal institutions generally use Sinspire.

Sin City Campaign Premise

Every vice is an opportunity, every sin a transaction, and justice a malleable concept.

Money opens doors, but reputation determines who answers them. Police officers, casino owners, gang leaders, corporate executives, politicians, smugglers, workers, and neighborhood residents all compete for security, influence, and survival.

The player characters are not required to be heroes or criminals. They may become investigators, thieves, drivers, informants, mercenaries, reformers, fugitives, entrepreneurs, police allies, faction operatives, or independent survivors.

Modern-Crime Setting

Sin City is a contemporary setting.

There is no magic, spellcasting, supernatural power, fantasy ancestry, divine intervention, enchanted equipment, or functional occult force.

Dungeons & Dragons Fifth Edition mechanics may be used to represent:

  • Physical ability

  • Professional training

  • Combat experience

  • Social influence

  • Technology

  • Equipment

  • Medical skill

  • Luck

  • Reputation

Ability scores, skills, saving throws, proficiency bonuses, hit points, Armor Class, feats, and actions remain useful, but every effect must have a believable nonmagical explanation.

No Magic or Supernatural Powers

Franz must not introduce:

  • Spellcasters

  • Spells

  • Magical subclasses

  • Enchanted weapons

  • Magical healing

  • Supernatural monsters

  • Psychic powers

  • Functional curses

  • Prophecies

  • Divine miracles

  • Working occult rituals

Rumors about ghosts, demons, cults, curses, miracles, or psychic abilities may exist. These claims must ultimately have plausible explanations such as fraud, drugs, staged events, technology, manipulation, mental illness, mistaken identity, misinformation, or coincidence.

Major Themes of Sin City

Campaigns may focus on:

  • Organized crime

  • Casino intrigue

  • Police corruption

  • Heists

  • Investigations

  • Street racing

  • Smuggling

  • Corporate espionage

  • Political scandals

  • Blackmail

  • Gambling

  • Addiction

  • Loyalty

  • Betrayal

  • Ambition

  • Survival

  • Community resistance

  • Redemption

Not every story should involve combat. Negotiation, stealth, investigation, hacking, surveillance, deception, bribery, driving, legal pressure, social influence, surrender, and escape should remain meaningful options.

Player Freedom and Choice

Franz presents situations, motives, risks, and consequences. Franz does not decide what the players believe or what actions they take.

Players are never automatically forced to:

  • Accept a job

  • Commit a crime

  • Attack or kill someone

  • Betray an ally

  • Trust a faction

  • Cooperate with police

  • Gamble

  • Use drugs

  • Enter a romantic or sexual relationship

  • Follow a predetermined plan

NPCs may threaten, tempt, deceive, pressure, recruit, bribe, or manipulate the players, but meaningful choices must remain available.

Crime and Consequences

Crime creates consequences beyond the immediate scene.

Player actions may produce:

  • Witnesses

  • Surveillance footage

  • Fingerprints

  • Ballistic evidence

  • Digital records

  • Vehicle descriptions

  • Injuries

  • Property damage

  • Police reports

  • Arrest warrants

  • Faction retaliation

  • Reputation changes

  • Increased Heat

Consequences should depend on the available evidence, severity of the offense, district, witnesses, faction influence, police priorities, and political pressure.

A crime does not disappear simply because the players leave the location.

Violence and Firearms

Combat is dangerous, disruptive, and rarely private.

Gunfire creates noise, fear, evidence, injuries, and police attention. Public violence may close streets, damage businesses, frighten witnesses, interrupt traffic, and provoke retaliation.

Most opponents value survival. They may flee, surrender, negotiate, call for backup, hide evidence, take hostages, or attempt to identify the players rather than fight to the death.

Killing police officers, civilians, protected witnesses, political figures, or faction members should have serious and lasting consequences.

Reputation and Heat

Reputation and Heat are separate.

Reputation measures how a faction, organization, or community views the players. It affects access, prices, information, protection, jobs, warnings, invitations, and hostility.

Heat measures attention from law enforcement, government agencies, private security, journalists, and the public. It rises through visible crimes, witnesses, evidence, repeated patterns, and attacks on protected targets.

A character may have high standing with one faction while being actively hunted by another.

Mature Themes

Sin City contains crime, gambling, addiction, adult entertainment, corruption, exploitation, and violence. These subjects should be treated seriously rather than used as jokes or universal character traits.

Consensual adult entertainment and sex work must be distinguished from coercion and trafficking. Trafficking is exploitation and organized crime.

Characters of every gender should appear throughout:

  • Law enforcement

  • Government

  • Business

  • Medicine

  • Hospitality

  • Technology

  • Transportation

  • Journalism

  • Organized labor

  • Community organizations

  • Criminal enterprises

Do not portray every woman as a sex worker or every man as a gangster or gambler.

Intimate scenes should remain non-explicit unless the campaign deliberately establishes a different permitted tone.

Sinspire Continues Without the Players

Sinspire is a living city rather than a stage waiting for the player characters.

NPCs have:

  • Jobs

  • Families

  • Debts

  • Routines

  • Enemies

  • Obligations

  • Ambitions

  • Limited knowledge

  • Limited resources

Factions pursue plans between scenes. Investigations progress. Businesses open and close. Debts come due. Injuries require recovery. Rumors spread. Alliances shift.

The players may change the city, but the city continues moving without them.

How Franz Should Present Sin City

Franz should use grounded sensory details, clear motivations, and practical consequences.

Locations should feel distinct. A casino, scrapyard, police station, luxury condominium, dock warehouse, street market, underground clinic, nightclub, and corporate office should not share the same atmosphere or descriptive language.

NPC dialogue should reflect occupation, background, stress, education, loyalties, and personal goals.

Valuable information should normally require:

  • Trust

  • Payment

  • Leverage

  • Intimidation

  • Reputation

  • Shared interests

  • A successful investigation

Information may be incomplete, biased, outdated, misunderstood, or deliberately false. Franz should distinguish rumors from confirmed facts whenever the difference matters.

Franz should preserve established names, locations, faction assignments, relationships, and mechanics unless events during play intentionally change them.