The game session arrives. You have not had time to prepare the game this week and then the players announce they want to jump to a system you have not yet fully detailed.
You need an adventure, quick.
This book finishes the referee’s toolkit ‘trilogy’ that started with Supplement 13: Starport Encounters and continued with Supplement 15: Powers and Principalities. Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation – just the thing for a busy referee!
You can grab your copy here;
http://rpg.drivethrustuff.com/product/126543/Supplement-16-Adventure-Seeds?affiliate_id=7242
You need an adventure, quick.
This book finishes the referee’s toolkit ‘trilogy’ that started with Supplement 13: Starport Encounters and continued with Supplement 15: Powers and Principalities. Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation – just the thing for a busy referee!
You can grab your copy here;
http://rpg.drivethrustuff.com/product/126543/Supplement-16-Adventure-Seeds?affiliate_id=7242