After thinking about what I've done wrong as a referee in the past, I dwelt on detailing a starport, and how useful that can be as an aid to the players' imaginations, a spur to the referee's creativity, and a way of informing players without having to tell them something (Hypothesis One: the less you have to say, the funner the game is).
For example, take Luck Gibson Down. Generate a simple but nice sketch, with straight lines (it could look like an architect's render, a mall guide, or a deckplan) and labelled locations. See how The Traveller Adventure details Leedor Down on Aramis. You've got regions, and each region can have a block or two of detail, with place names, a sentence description, and a couple of sketched-out NPCs.
I say again, take Luck Gibson Down. Then, take Hypothesis Two: Many Adventures Start and End at a Starport. Next, take Hypothesis Three: An Entire Campaign can Take Place on a Single Planet. Given enough detail, a world is bigger than any group of players can possibly comprehend. There's enough potential to keep a game going forever -- just look at games like Twilight: 2000, D&D, and Conan; they're generally bound to one world, and they have inexhaustible reserves.
Now go one step further, to Corollary One: An Entire Campaign can Take Place on a Single Starport. If you want an extreme example of this, I direct you to Paranoia. But even in the relatively sane world of Traveller, a big starport is like a big city: there's enough room for action, intrigue, violence, chases, travel, and a big bag of patrons, thugs, civilians, and criminal masterminds to keep a game going forever.
So then, if a starport like Glisten, or Luck Gibson, or Strouden were fleshed out, entire adventures could play themselves out there, without the players having to leave.
For example, take Luck Gibson Down. Generate a simple but nice sketch, with straight lines (it could look like an architect's render, a mall guide, or a deckplan) and labelled locations. See how The Traveller Adventure details Leedor Down on Aramis. You've got regions, and each region can have a block or two of detail, with place names, a sentence description, and a couple of sketched-out NPCs.
I say again, take Luck Gibson Down. Then, take Hypothesis Two: Many Adventures Start and End at a Starport. Next, take Hypothesis Three: An Entire Campaign can Take Place on a Single Planet. Given enough detail, a world is bigger than any group of players can possibly comprehend. There's enough potential to keep a game going forever -- just look at games like Twilight: 2000, D&D, and Conan; they're generally bound to one world, and they have inexhaustible reserves.
Now go one step further, to Corollary One: An Entire Campaign can Take Place on a Single Starport. If you want an extreme example of this, I direct you to Paranoia. But even in the relatively sane world of Traveller, a big starport is like a big city: there's enough room for action, intrigue, violence, chases, travel, and a big bag of patrons, thugs, civilians, and criminal masterminds to keep a game going forever.
So then, if a starport like Glisten, or Luck Gibson, or Strouden were fleshed out, entire adventures could play themselves out there, without the players having to leave.