An0n3 wrote:
Pro-tip: make the cause of all of this shit something that's relatively grounded in reality, something that shouldn't be too hard to find if the PC's know what to look for. When they tug on the right thread, it should unravel the whole thing.
This is what I'm trying to aim for. The general gist of the first few sessions will revolve around criminals aboard a prison shuttle crash landing on a planet, hopefully stumbling upon a strange independent research facility that by all means should not be in the middle of Sector Bumfuck Nowhere, meeting up with the majority of the science-tech players who are incredibly suspicious all things considered. One of the head honcho players that works on the science team discovered some sort of ancient escape pod with strange properties in an ice cap, and just cannot sleep easily until he figures out exactly where the fuck it came from.
If all goes well and they trace the pod back to the respective old mining colony, certain circumstances will result in them being temporarily marooned, leaving them to figure out how to get life support in the mining colony back up and running, and how to repair their ship. In the meantime, they'll start to pick apart pieces of the colony's story, which involves heavy misuse of teleporter technology, resulting in some space-time fuckery. Along with that, the planet's wildlife is increasingly hostile and unforgiving.
I just dunno how cliche the plot is, this is mostly just for fun and I want my players to have a good time, but I also really adore the genre of horror. I'm afraid of messing it up because of all the stuff I've heard about how hard it is to DM horror-oriented campaigns