DM: Any other questions?
Yona (FS): Are we a group yet or… still new to the school?
DM: I'm gonna say you all know each other, since you all have common ground as being strangers in Equestria.
Sandbar (AJ): And me?
DM: They tolerate you because you're the least aggressively saccharine pony they've met in the entire school.
Gallus (RD): Sounds about right.
Sandbar (AJ): Yeah, it does.
DM: You all bonded when, during a period where the school was shut down, instead of going home you all hid away in the old Castle of the Two Sisters.
Ocellus (TS): Oh. So… we've already almost caused an incident.
DM: Pretty much.
Silverstream (PP): So we're a friendship study group?
DM: Yep. And you're preparing for your big test on Friendship's Effect on the Course of Equestrian History.
Sandbar & Gallus & Smolder: Auuuuuugh.
DM: I believe this is the part where you all derail.
If you haven't yet checked out the Spudventures, things are getting really interesting in our 5e campaign, and we're about to start a mini-campaign of Engine Hearts!
The Forgotten Ones, Session 3: Podcast | Video
Yay de-railing! I find it cute the GM apparently already knows this is where our lovable PCs will choose to jump tracks and take this straight off the rails.
Name a time where your GM actually did that, making a situation specifically where they knew you as the players would derail things, or where you yourself did it. I prefer stories with happy endings and muffins but beggars can’t be choosers.
Seriously though, I do plan on the rails being smashed the second I drop my PCs into their new world, because they always do, without fail. No matter how hard I plan for contingencies, if I make plans from A to Y, then find way Z to break things. It's usually a super interesting way that they break it, but break it they do.
The campaign I am currently running. I have loose plans for each town the group comes across, its main NPCs and its problems. But I don't have much in the way of rails, because I know the players will usually invent their own solutions. I can make rails if the players don't, but most times I don't bother.
This includes one extended "city" where the different parts - the main city, a temple, and a cave - were far enough apart that they needed to use rails to traverse. One could say they jumped the rails by not jumping the rails.
My Starfinder game has no rails. I gave the party a thrre-point fetch quest they can do for a really good prize, but I made the campaign practically open sandbox anyway.
One of them started tied up with a woman holding him at gunpoint asking him for a key.
The stealthy one started just after his character jumped of a plane with a parachute ... a malfunctionning one.
The social one was in front of a computer with "Time before self-destruct : 54s" on the screen and some hacking devices he has no clue how to use it.
And they got earpiece allowing them to talk to each other and absolutely no clue how all of them just got there.
They used the earpieces the best they could, the flying one trying to explain how to hack, the one in the computer room searching for a key code ... and just before the TPK ... They ended up in a lab with one of their NCP friend telling them : Did it work? Did you see your future?
So they had 24 hours to be in the same condition they were in the vision or else temporal paradox would erase all the universe.
Meaning the big guy had to be willingly captured, the weak one has to willingly jump from a plane with a malfunctionning parachute and the one unable to use computer has to willingly risks his life ... and then they had to survive the last second.
It turned out rather well, better than I though because they figured out how to survive pretty quickly without me leaving clue.
The Forgotten Ones, Session 3: Podcast | Video