Lanefan
Victoria Rules
Maybe.Your example of a cult ending the world behind the scenes is using a bad example to dismiss an idea -- having a game end without any player engagement in the reasons is just bad GMing, in any system or method.
But maybe not; if the "world ending" merely represents a dramatic (and very unexpected) setting shift from, say, something almost steampunk like Eberron or high fantasy like 3e FR to something grim and gritty like Nentir Vale or some other post-medieval-apocalypse points-of-light affair; in other words, presented as a really really big challenge for the PCs to deal with rather than "world ends, everyone dies".
Lan-"if any of my players are reading this, yes this is giving me ideas"-efan