Matthias said:
We won't be keeping track of alignments on paper, obviously. But there must be a way to run the game such that the players think they are running generally altruistic and well-meaning characters when in fact their characters are becoming a scourge of actual civilization.
In general, it requires deception.
1) The enemies they fight are actually doing good, and thus the PCs are stopping it (The guy they think is a warlord trying to take over the country is really the legitimate heir to the throne, being denied by his wretched uncle of a Regeant).
This requires you to offer shades of gray and complexity. If the Good Guys are wearing white and angelic choirs follow them around, the PCs will recognize what's going on. So sow doubt in their minds.
For instance, take "Discriminated Minority or Freedom Fighter" angle. There's a minority in a city/area that's being hassled, attempted to be exterminated, etc. The rhetoric is that these are bad people who are corrupting/harming the area, etc. The Minority might hire the PCs to help them fight back. But in actuality, the Minority
is evil; they're plotting to overthrow the government, are corrupting the locals, or are behind a crime ring, so forth. But they are playing the "Poor, abused minority" card as a PR move.
2) The PCs actions further the cause of evil (PCs patron is really the BBEG who's sending them on quests to further his goals).
This is the most common avenue.
3) PCs are powered by evil entities (The Entity giving the Cleric its spells ain't the god he's praying to, all the paladin's abilities are simulated by a demon bound in his sword, etc).
In general, you have to be really careful. This is sort've like "AND IT WAS ALL A DREAM" plot twists; you either do it well, or you infuriate your audience (the players).
Among other things, I think this may be difficult with 3.5, given the way alignment is interwoven with the various rules.