In my Traveller game I use preparation in the form of starmaps. After the first couple of sessions I drew these up, because keeping track of the established worlds in my head seemed too hard:
The two region are separated by a rift: it is jump-4 from Zinion to the Akaisha Outstation.
Each of these worlds has a write-up. This is mostly randomly-generated properties (as per the Traveller world creation rules), with an overlay description provided by me. Three exceptions are Ardour-3, which was the starting world: after the random rolls, deciding the details of the world was a collaborative effort; and Tara and the Outstation, which were taken from Space Master modules.
Traveller does not suppose that the GM will keep track of events on dozens of worlds with total populations in the billions of people. It uses random generation tools to handle that.
I would say that the main difference between how I approach the world, and the "default" approach to Classic Traveller, is that when those tools generate events, I frame them in ways that connect them in some fashion to the concerns of the players. This reduces the "exploring the GM's world" feel and increases the "protagonistic" feel.
The two region are separated by a rift: it is jump-4 from Zinion to the Akaisha Outstation.
Each of these worlds has a write-up. This is mostly randomly-generated properties (as per the Traveller world creation rules), with an overlay description provided by me. Three exceptions are Ardour-3, which was the starting world: after the random rolls, deciding the details of the world was a collaborative effort; and Tara and the Outstation, which were taken from Space Master modules.
Traveller does not suppose that the GM will keep track of events on dozens of worlds with total populations in the billions of people. It uses random generation tools to handle that.
I would say that the main difference between how I approach the world, and the "default" approach to Classic Traveller, is that when those tools generate events, I frame them in ways that connect them in some fashion to the concerns of the players. This reduces the "exploring the GM's world" feel and increases the "protagonistic" feel.