>My turn to GM
>Issue Challenge to players: Play a team of literary or animated villains in a new setting
>They choose Pathfinder. Not exactly the farthest stretch, but they had the books.
>Okay, smart guys, how you gonna make this work? Hard Mode: Attempt to become the heroes of the story, despite flaws.
> Inquisitor Frollo, Ranger Clayton, Paladin Gaston with La Foole as packmule npc/bard
>1a. Frollo and Gaston make French jokes at the expense of anglo Clayton
>1b. Frollo and Clayton make Noble jokes at the expense of village hick Gaston
>1c. Clayton and Gaston make Trophy Hunter/Outdoorsie jokes at the expense of urban scrub Frollo.
>2. Dang it, they've already got a perfect circle of background/witty banter lined up.
>3. Gaston-player even took the time to make LaFoole using mostly npc-classes; he never bothers reading the rules usually. I can't punish him for actually getting invested in mechanics, can I?
>I try suggesting Dark Heresy or 13th Age instead; I had those books as pdfs. "Nope, here, have PathfinderSRD".
>They've laid the groundwork, got me the rules, and actually 'made' character-alikes that aren't completely antagonistic to each other
>Just as I'm about to get started, Player Four Arrives, asking if he can join.
My three regular jokers are finally getting coordinated, rule-savvy, and seem to have gotten over their usual pickering/That Guying to play something that actually seems fun. Problem is, they weren't counting on Player Four showing up.
I want to allow Player Four, but have him follow the same guideline I set beforehand. I'm torn between rewarding them for actually taking the time to think things out and have made their characters.... but I also want to mess with them so that I can maintain control of things rather than watch any plot I make get rektd too easily.
A) Any suggestions for Player Four?
B) What is best in life, to see actual Jolly Cooperation or hear the lamentations of their failing?