I'm currently working on a game project that involves tricking the user into thinking the game experienced a bug/glitch and crashed. The reason that I want to code this is that I want to hide the file size of the main game, thus separating it into two files. So I want the first file which has x amount of game to crash at a certain point. Then manually give the second half of the game to the user and they can continue on. It may seem a little pointless, but I think stylistically this is a neat concept to try.
Intentionally causing a crash is a somewhat irresponsible way to develop software. Instead of actually making the game crash, simulate a crash. Use messed up graphics, fake BSOD, etc. Then simply close the application.
This approach allows you to have far more control over the style of the crash. Further, it doesn't introduce potential consequences of forcing an application crash on the end user's computer.
It is indeed a irresponsible practice in game development. It's been done before- the fake crashes that is. And splitting the executable into 2 pieces then calling on another to open is just time wasted. You can make a intentional error, cause it to crash and proceed from there. But a better way is to just past a BSOD gif or animation over their screen. Have it throw it's self into full screen right before it happens and then just toss the photo on.
If you do want to make RPG Maker crash, it is not simple, as RPG Maker cannot usually crash through any kind of script call, or such. You can make a fake Error, and close the game, however, making the game crash, is basically impossible, unless it somehow occurs naturally.
The reason why, is when RPG Maker experiences a coding error, or bug, unlike most engines, will always throw a Code Error, then close itself, without any problems, besides that.