What do super heroes actually do?
The average super hero's day is spent racing around in a fancy outfit fighting super villains, stopping criminals in their tracks and dealing with accidents and natural disasters, right? But have you ever stopped to think about how they find out what's going down and get to the right place to deal with it? Not everyone has a good enough relationship with the local police to have their own version of the Bat Sign beamed out when they are needed, and not every plotline walks up and taps on the door of their secret lair.
For that matter, how do you, the GM, decide what this week's exciting adventure will be?
This product has an answer. Imagine that our super heroes go 'on patrol' around their local area, and then deal with whatever comes up. When they go out, grab these tables and roll some dice. The first table gives a storyline in broad strokes, then sub-tables refine the ideas... Just reading through the options may suggest an idea for an adventure, or an idea may strike as you roll.
To add a little spice, there are several tables of 'Plot Twists' to add to the core outline already generated. It is recommended that they are used quite sparingly, and not until you are several sessions into a campaign as many build on events that have already taken place in your game world - which is, of course, an excellent way of reinforcing the shared alternate reality that you and your players are creating.
This is a fun and useful resource worth a look for any GM running games in this genre, irrespective of the game system being used.