I know I'm risking my geek cred here, but I've never actually played Doom. I can kind of guess that the demons look like demons, but beyond that the names mean very little to me. A little more detail on that front would have been beneficial for me.
While I like the factions idea, there's too much danger of the players getting bored before the action takes place. It feels like there could be a whole nother dimension (har har) to this. Not saying I know what that could be, just that I think there should :P
(Having said all that, I wish I'd been able to see this movie instead of the ghastly failure that was Event Horizon.)
There are some really cool pieces in this, such as the lightning charging the device.
I love the idea of taking the pirate attack up a notch by throwing in the demons. If done right, you could make the pirates just this side of too tough for the PCs. And once they think they can get a hand on the situation, Bam! Throw some nasty demons their way and make them really sweat it out.
The various scenarios are good, although as Mourn pointed out you can only second guess your players so much. Players can sometimes be really good at coming up with something completely random that borks up your plans.Go to Comment
The Good: A highly adaptable open ended plotline full off choices and consequences, interesting NPC's and fun tech to play with. If this entry is short, its cause its fairly well rounded.
The Bad: Explicit Doom references (this is forgivable). Also, in the 'Artifact Recovery' choice, in that position I (as a PC) would be inclined to possibly fight my way to the artifact and try to disable it from there, using the enemy EMP would not be my first thought. A good DM can improvise on the spot, but its a hole in the options provided. Not a glaring one though.
I really wanted to like the references, but in the end I had to admit it distracted, and pointing them out was unnecessary to the submission. Still, good job plotting out a lot of the ways it could go.