>Mage: The Awakening
>Planned: Nothing. Sandbox-style dickery, making friends and enemies along the way, fun times all around
>What actually happened: Fifteen sessions in, player decides to convince the other players it would be a great idea to bring Mars to Earth for the purposes of equalizing the atmospheres so they could have a world where Paradox doesn't exist
It's long since turned into a hugely entertaining chronicle. I've begun playing out several opposing forces coming out of the woodwork to stop them, up to and including:
>The spirit of the planet granting five magic rings to teenagers to control the inevitable fallout,
>A corps of engineers from the U.S. Army Rangers Exalting simultaneously and building giant robots to combat them,
>A young mute Hunter from an alternate dimension that is attempting to rouse Cain, an Exarch, the first Werewolf from the grave, and one of the True Fae with the power of his haunting flute melody
I don't know if this is the most theme-breaking game I've run or the greatest. I'm fairly certain it's both.