a group of mercs(pc's) get employed without knowing anything about the employer, there goals or the company. All they know is the employer pays good to wipe out the nearby military camps and salvage anything usefull. The pc's later find out the companys goals to take over nearby cities and the company turns on them which will put the pc's in a very difficult situation
im hopeing to get some opinions.
How does this sound for the starting of a campaign or would it need more work?
I've played in a game run on this exact formula. It was pretty fun. Things like this are not a bad way to set up some "big structure" for your overall game: 1.) players do odious tasks for evil corporation, 2.) players discover corporation's secret and are hunted by the corporation as a result, 3.) players regroup for final high-stakes action against the corporation.
I think you need some more details before you can really pitch the game to anybody (we don't know what game this is, or even what genre).
I think you need to run the idea by players in detail, also. I've met a few who hate this kind of plot, because the whole "you start out working for the bad guy" thing makes them feel cheated or railroaded. I think the example of a movie trailer is not a bad way to try to gauge an appropriate amount of information to supply at the outset-- you don't want to give away the ending, but you do want to give enough detail so that players aren't "buying tickets to a film they don't really want to see." It's probably not a bad idea if you tell players right at the outset: "we're going to be playing a game where you work for a large organization that is secretly a little shady, and one of the big elements will be the resulting moral conflict, and the characters' choice of what to do when they find out."
its for battletech lol forgot to include that