500 Toads
Explorer
I mean, that is a good cult story, but it is not a good "we can kill all these BLEEPS" story.
Depending on the system and tone, it may be perfectly appropriate for players to feel obligated to forcibly dismantle a cult even while being aware that the members may be utterly misguided rather than purely malicious; or that they even might have a point, for the Greater Good. For instance, it's entirely reasonable for a Delta Green agent to have to deal with an organization whose members have somehow been manipulated into becoming carriers for a contagious, unnatural threat -- it's a setting in which even knowledge can be innately, horrifically dangerous -- and those members need to be thoroughly yet discreetly eliminated in order to contain the threat.
That sort of thing may be less appropriate for a more traditional knight-in-shining-armor heroic fantasy game where characters aren't expected to be frequently questioning how far they're willing to go for the sake of the mission, of course. But even in such a setting, if a heroic party discerns that a cult is growing by, say, forcible possession by a malevolent force -- this adds obvious pressure to go after the cult as soon as feasible in order to prevent more innocents from being "recruited", and to forestall whatever other schemes they may have.







