Gary Gygax had an interesting philosophy about D&D campaigns. That is you use a town as a base of operations, but adventures don’t take place in that town. This is because one of the pillars of D&D is supposed to be exploration.
Coruscant Nights does something very different. First the whole planet is a city. Something like five thousand stories deep. So there is a lot to explore.
The GM in this case often sets the adventure in the neighbourhood of the PCs. They may be at a local diner or pub, and the PCs are encouraged to make up a lot of the story in a way that emerges from game play.
There are a number of ongoing factions through the Coruscant Nights campaign – like the cult of the Dims, or the local casino owned by a Hutt, or the local detachment of clone troopers – but when the PCs go to a local concert they have to tell us all about the concert themselves, and they have to tell us something about the local pub that they like to frequent. Including when one the of the PCs doesn’t really like one of the locals that drink there.
In some ways it is a great mix of the open table and open world concept and in others it is exactly what Gygax tells GMs not to do, but somehow in a SciFi setting it works really well.