clintmemo wrote:You either need to prepare more than you will ever need or be able to make it up on the spot and remember it later.
I like to prepare in a broad fashion and then make up details right before I need them.
At the beginning of the campaign, players might learn that: 50 years ago West NeverGoingThere had a war with East NeverGoingThere.
If either place is likely to come up later, I'll make up a reason why: The two kings had a feud.
If they decided to go there, I'll make up a more details: The king of East NeverGoingThere sent a present to the king of West NeverGoingThere - a bird of prey that ate his favorite pet rat when it arrived.
If they get caught up int politics, I'll add in some secret that they learn: The bird of prey had poison claws and was trained to kill the King's favorite nephew in a hunting accident. The King found out and went to war.
Later on: The King was deceived. It turns out that the King's favorite nephew arranged the whole thing but to have it kill the King instead, place the nephew on the throne and then start a war of revenge.
For more specific details I'm a fan of "plug and play" flavor flash cards, with names, personalities, room or building descriptions, etc in a big box, and if a party goes to a town I don't expect, and walks into a shop I didn't plan, at the end of a street I never thought of, I just pull a couple cards out and that plus a bit of improv can really give the impression that this was #AllPlanned