Last session, my players met with an elder god and blew up a mountain. This was primarily caused by Gin Gear, who wanted to investigate the mountain in the first place, and started feeding pegasus-assisted wind power to said ur-god, giving it the jump-start it needed to do its thing.
This week, Gin seems to be sticking with the old standby. Nice Job Breaking It, Hero! (TV Tropes Warning!)
After having each player describe what they were up to during their downtime (including a handout of the Equestria Daily article detailing the aftermath of their actions in the previous story arc), I tossed them back into the game, at the end of a school day. Torchlight, our lone earth pony PC, was playing up being tired after working long hours with his father at the docks, assisting with Equestria's relief efforts for Zebrica.
Being the good friend that he is, Gin Gear went to the principal to ask if he could do something to get Low Tide, Torchlight's father, to lessen Torchlight's load. At this point, I feel I should mention that Torchlight being tired, Torchlight working long hours, and Gin Gear going to the principal for help were all 100% the ideas of the players.
After hearing just how much work Torchlight was putting in at the docks, the principal naturally called Foal Protective Services. Ouch!
The session ended with the PCs finally discovering what was up, after failing almost every single roll I gave them to find clues to what was going on. The one exception was Moon Dancer, the kelpie, who noticed a file sticking out of the FPS employee's folder as he walked by, with Torchlight's name on it -- and that was the most difficult roll of the night, with a 2% chance of success for Moon Dancer (and I don't think anypony else had more than a 6% chance of success).
Brian (GM): Good job breaking it, hero!
Liz: ...Gins a terrible pony
BluntPoint: Gin, don't make my father erupt plz
I don't suppose that you planned for this?
Brian (GM): My original plan was centering around Otan. But then you guys go and give me a plot hook with Low Tide, and Gin goes and talks to the Mr. Grape about it.
BluntPoint: DAMMIT GIN COULDA HAD STORY WITH OTAN
NOW I HAVE NO FATHER
Liz: GOOD JOB GIN WAY TO RUIN EVERYTHING
Richard F.: That's what I wanted. I just wanted a nice story about a pony getting accepted by everyone.
Liz: so, just curious, what were we SUPPOSED to do in zebrica?
before we blew it up
Brian (GM): Zebrica was originally going to be a nice vacation, playing in the dirt and learning alchemy for anypony that wanted to.
Liz: FRICKIN GIN
Richard F.: Now it's blown up
One of the house rules for this campaign deals with how to acquire new skills. In Unknown Armies, which this system is based on, a skill can be literally anything. In the official published one-shot which I ran with some friends a while ago, one of the pregen characters has a skill "Making Gobs of Money," another has "Thuggery," and a third character has "Faking a Seizure." Getting new skills is normally a simple matter of spending XP, but Unknown Ponies has no XP, and no rule in place to replace it for the purposes of obtaining new skills.
So, the house rule is that once you've attempted a skill untrained three times, you may spend a Magic point to earn that skill at 15. (For Minor skill checks, if you have 15 or more in the skill, you automatically succeed.)
Gin's player now wants to know if he can work on picking up "Apocalypse" as a skill.