Or maybe the command constellation for your vessel was wiped and one of the frozen watch awoken fast and dirty is the next in chain of command (an NPC) and said NPC starts showing different character traits (and starts manifesting paranoia, etc). He or she is in command, isn't immediately identifiable as unfit for duty, and the ship is still a mess that you have to help fix (despite, or without notice by, the new CO).
Or in a solo game, you are that CO. The GM plays it like there are plots everywhere and it would dovetail nicely with a 1116 time frame. The reality is there isn't any plots or conspiracies on your ship, but you THINK (and thus react) that there are because you are experiencing that paranoia as a result of how you were wakened. You know they are out to get rid of you (they probably got rid of the last command crew) and you have a duty to follow (whatever the GM says it is, again possibly quite delusional).
There's some Philip K. Dick hiding in here somewhere....
I like Greg's write up too!
I had been contemplating starting a campaign with players waking up in separate atmospheric entry modules containing their individual low berths (Frozen Watch). Except the wakeup should have not happened in descent and everyone is fuzzy, can't even figure who they are, or where, or why.... and then blammo, land in some unoccupied section of a planet.... then have to find each other, see what skills they might have by trial and error, and gradually get flashes back of who they were. And maybe eventually why.
They land in different spots but note, one clear night, that there is a visual beacon on a high hill. It turns out to be an old ancient (not Ancient) site for a former starfaring culture now defunct (and the world is a red zone or unexplored so no population). There is an old mothballed ship (museum piece) that they just might be able to get running and get off this rock... and then go after the hostiles that sucker punched them....
Tom B