CorditeJimmy
First Post
As the title says, I need ideas for an apocalyptic evil. But not just any apocalyptic evil, one the players can be causing without initially realising.
To give some background, I ran a two session game a while back in which the players played themselves, waking up in a locked room in the middle of the city, with a blank spot in their memory for the last few days. The last thing any of them recalled was going to the British Museum. Over the course of the session they get out of the room, discover that everyone else in the city seems to be dead and the city is cut off from the rest of the country, uncover signs of an apocalpytic prophecy, and hints that they're the only ones who can stop it. They do morally questionable things, telling themselves it's okay because they need to succeed to save the world, whatever the cost. Big reveal at the end of the session, they got the prophecy wrong, they're not saving the world they're damning it. Second session is spent dealing with the fallout of that, and ended with them killing themselves to save the world.
I now have a new group and want to use a similar set up whereby they do morally questionable things in the first session convinced that they're in the right, and then spend the second session coping with the fact they're not. I could reuse the same idea but would prefer something new.
So, how can the PCs be evil in a way that isn't immediately apparent to them?
To give some background, I ran a two session game a while back in which the players played themselves, waking up in a locked room in the middle of the city, with a blank spot in their memory for the last few days. The last thing any of them recalled was going to the British Museum. Over the course of the session they get out of the room, discover that everyone else in the city seems to be dead and the city is cut off from the rest of the country, uncover signs of an apocalpytic prophecy, and hints that they're the only ones who can stop it. They do morally questionable things, telling themselves it's okay because they need to succeed to save the world, whatever the cost. Big reveal at the end of the session, they got the prophecy wrong, they're not saving the world they're damning it. Second session is spent dealing with the fallout of that, and ended with them killing themselves to save the world.
I now have a new group and want to use a similar set up whereby they do morally questionable things in the first session convinced that they're in the right, and then spend the second session coping with the fact they're not. I could reuse the same idea but would prefer something new.
So, how can the PCs be evil in a way that isn't immediately apparent to them?