DM: In your studies, Twilight, you’ve come across an alarming prediction: An ancient myth known as "The Mare in the Moon."
Pinkie Pie: Haha! "Canterlot," "Mare in the Moon"… This is going to be pun-TASTIC!
Rainbow Dash: Joy.
DM: "The Mare in the Moon" describes a dark pony of terrible power who wished to rule Equestria. She was banished to the moon with the Elements of Harmony.
DM: The myth claims that "on the longest day of the thousandth year, the stars will aid in her escape, and she will bring about nighttime eternal."
Twilight Sparkle: The longest day of the thousandth year? Is that coming up soon?
DM: Let me put it this way: The day after tomorrow is the Summer Sun Celebration, a holiday for the longest day of the year.
Twilight Sparkle: And…?
DM: And this will be the THOUSANDTH Summer Sun Celebration.
Twilight Sparkle: Oh. So this is bad.
Adventure hooks are probably the most difficult thing to design in a session. It's not enough to get the players motivated - you also need to plan the hook in such a way that the players will naturally pursue the course of action you planned for. Dungeons can be tightly controlled no matter the hook, but more freeform adventures set in populated areas offer almost hundreds of options. Miscalculating the hook might inspire your players to attack the problem in a way you didn't intend.
The last two panels are amazing; just the way it all fits together works so well, and the punchline definitely got a laugh. (Not very common among webcomics, honestly.) You manage to blend humor with drama via the inclusion of the "Nightmare-in-the-hourglass" shot, and the exposition fits without seeming too dull; no easy feat.
Uh oh. Not at Nightmare Moon. At your ominous author's notes, and knowledge of how PC's tend to do things. I'm half expecting them to slaughter Ponyville as an offering to Nightmare Moon.
@Tesla: That'd certainly be a concern with the Darths&Droids crowd, particularly Jim and Pete, but I don't get that sort of vibe from this set. Not that we've seen much of them so far, but what we have seen seems to be sticking reasonably close to their in-show personalities.
Well, this is interesting. I don't know how this is going to go, Darths and Droids was so good mainly because of the chaotic plot of the original movies, perfectly explained by chaotic PCs and no railroading. I haven't read DM of the Rings, so I don't know how it goes with so much railroading, but I suppose there are several ways you could go about doing this. No need to be too strict. Good luck!
DMoTR had frequent jokes about railroading, and players hating the campagin. It is even better than Draths & Droids. I'll paraphrase two sample jokes:
GM: You go South, to Minas Tirith.
Player: We want to explore, let's go North.
GM: Impassable forest.
Player: East?
GM: Impassable swam.
Player: West?
GM: Impassable mountains.
Player: Fine, we go south.
GM: Yes, you go south, to Minas Tirith.
Player: I hate this campagin.
GM: Your keen ranger senses let you see some tracks
Aragorn: Railroad tracks, I'm sure of it.