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!
The goal with Supplement 16: Adventure Seeds is to give the referee a multitude of jump-off points to launch new adventures with the minimum of preparation or forethought. Combined with the other books in this trilogy, and you will be able to create complex adventures that will keep your players entertained for hours, while filing them with realistic places, people, governments and corporations. Your players will think you a genius for creating such rich and varied universes!