So when reading one of the published beginning adventures, which one I can't recall at this time, the players are on this resort world which takes you on tours through the lush tropical jungle and they eventually come to an old temple seeping in dark side energy. There players find other safarists who have been driven mad by the effects of the dark side energy just pouring out of this place. So I'm curious as to how you deal with how and area with a lot of dark side power affects your PCs.
Effects of the Dark Side on FSs and NFSs
upgrade the difficulty of checks they make in this area once automatically. despair could be spent for whatever crazy effects you want to happen.
You might treat the area as a Dark Side Vergence, meaning that Force users will get an automatic 1 or 2 dark side pips added to every Force roll. This forces the players to debate whether it's right to seize on the ability to be more powerful than they're used to, but only by drawing on the darkness of the area.
It also depends who's tomb this is; I am of the opinion that every darksider has one driving emotion that they are fixated on that will determine how people within their "territory" are treated. Illusions to strip their sense of reality, compliusions to anger or violence that blows simple conversation out of preportion, the desire to sudden learn some harmful teachings to some unfamable end...
I've done it before where they had to make discipline checks. When they failed they believed something that was not true about their surroundings. Like for instance the mechanic saw that the part he needed to fix the ship was right there under the water of that pool. And no it wasn't that deep at all. Good thing they had a droid character with them.
The name if the adventure is Lost Knowledge, from the beta book. I agree about upgrading checks or adding setbacks to the players and describing the effect like allucinations.