Newer games stat a place the way older ones stat a monster: a difficulty, a set of impulses and a handful of features the game master can reach for. That form turns out to be the best one-page prep sheet for a scene in any system at all, and this is it, generalised.
A name, a type — exploration, social, traversal, event or combat — a difficulty in whatever number your system uses, and where and when it is. Under that, what they see on arrival, written to be read aloud, and one detail per sense, because the second and third senses are the ones a game master forgets under pressure.
Then the line the whole form is worth keeping for: what this place wants. Places have no volition, but the people and forces in them pull in a direction, and writing that direction down is what lets you improvise the scene instead of reciting it. Beside it, who is here and what each of them wants; below, what can happen and what each one costs.
A scene that is not deciding anything is a description. The sheet asks you for the question the table is really answering, and then for every way the scene can end — including the one where the party turns round and walks out, which is the ending most prep forgets to have an answer for.
System neutral, A4 at 300 DPI as a PNG or a PDF, and a fillable PDF with a blank copy. The evening this scene belongs to is a Session Planner, and the people standing in it get an NPC sheet of their own.