I disagree with this: eateries, taverns, street vendors, bath houses, entertainers, parks and gardens etc are central to city life. Role playing a suitable location for a short rest is great for capturing that feel.Short Rests are ... press a button "Bam". Short Rests dont require a full hour suddenly during an urgent adventure. Make each Short Rest "15 minutes" (!). (Maybe even "instantaneous". Hit Dice are already limited, so Short Rests are a dwindling resource. Require a Hit Dice expense in order to replenish spells if any.) (Especially in dungeon crawls shorten the Shorts. But even in a city, when resting is easy, dont interrupt progress because of a Short Rest
The only issue with this for medieval fantasy games is that modern infrastructure doesn’t mimic a medieval fantasy setting. Roads would be the most glaring example of this. Medieval roads were really small and crappy. For a modern or scifi game it’s more on point.Is modern ok?
Print out a satellite map of any reallife city in the world. Make stuff up on the fly about who lives there and what they are doing.
That’s more of a societal thing than a tech thing though. There are a number of ancient cities that are very planned, whilst medieval London was a jumble of random buildings. Rome had a bit of both.The only issue with this for medieval fantasy games is that modern infrastructure doesn’t mimic a medieval fantasy setting. Roads would be the most glaring example of this. Medieval roads were really small and crappy. For a modern or scifi game it’s more on point.
Look at the old part of Siena in Italy if you want a medieval city.That’s more of a societal thing than a tech thing though. There are a number of ancient cities that are very planned, whilst medieval London was a jumble of random buildings. Rome had a bit of both.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.