Would prefer dusk. Not really a dawn person.
Knave! Tradition must be maintained!
Art thou declining my duel?!
Well, duh. They need to have something that sets them apart from town or scum. I like the creativity in wincons but they should have a nearly unanimous one: survive until endgame. Suddenly indies have a hard road ahead of them.
It is, but it's also exactly what causes potential issues when they're designed in a way that they can't be read.
That'd be dumb. No one should use that. It's such an easy wincon to hit because you have to dodge three lynches. Such a stupid easy indy to win with.
You misread, "no nk besides mafia".
10 alive, 13 man game, 1 nk, 1 lynch, day start (which was assumed, but it's standard for here), and it only triggers at the start of a day.
13
11
9
You have to convince people to no lynch in a 13 man game, which unless you're playing with ridiculously stupid people, is really had.
And? I think markers are efficient at not effecting the game too well. I wouldn't use one unless it was Glyfe's dueling markers. Poisoners and Arsonists come with their own respective roles to counter them. Any host should provide hints that an indy exists. Ignoring those hints should have negative repercussions.
It sounds like we're in violent agreement, never the less as I said before I'm not really concerned about Sks, it's more about the more esoteric indies.
Some hosts, obviously, don't. That's why we have grandmaster inbot and his cronies marshy and raz checking set-ups in the first place.
This is a matter of game design philosophy, I've seen a fair number of indies with odd wincons that didn't involve killing in my time.
Nah, it's because they're the biggest distraction mafia has to offer. It's not just the fact you have to predict their wincon or allow them to win, it's also the fact that they will literally be a scummy ******* for the sake of fulfilling their wincon. Scum won't touch him, so town has to deal with an intentional distraction until they give up and lynch him. They're not fun to play with at all. That's why no one uses them.
They're annoying because they detract from the reading and manipulation that makes the game interesting.
OS consistently has indies. Each of them are pretty unique in what they do and accomplish.
Likewise, I felt Raz's indy really was special. No one finds a mafia special by how often it's there, they find it special by what it does and who comprised it. Same thing here.
And what about everyone else? What about the veritable ocean of indies in dgames? What proportion of games here were actually improved by having indies?
I'm gonna reiterate that this is an issue with the way specific independent roles are/could be designed, not something that should be held against the entire alignment. Yes, you can make bad indy roles, just as you can make bad town and mafia roles. That's still no reason to out an indy at the beginning of every game that features one by posting their wincon in the OP.
Frozen's method is best. Give ways for clues to be dropped about the indy over the course of the game if the indy doesn't play optimally. Anything harsher than that would limit the indy's chances at victory too severely.
I'm not suggesting Zen's solution and I do agree.
Don't like frozen's specific solution, indies should be designed organically, it's a good fallback option i guess, when you can't figure out a better way to give the indie a unique avenue they can be read from.