Actually, this is an interesting point. The setup's pretty swingy (i.e. random events, especially early on, have a large influence on who will win, so it is likely to feel very townsided or scumsided depending on how the early game goes); that's a common issue. There's a second issue, though, too: there's very little scum agency in the setup, in that the way the setup swings is mostly not under scum control. (Imagine what would happen if Tayl0r announced a guilty on Italiano D2, compared to if Tayl0r announced a guilty on Gamma D2; there would have been quite a difference in how the game played out, and scum has very little influence on the targeting because cop-alikes normally aim for null reads.)In post 2120, geraintm wrote:Thoughts on the set up
Mods have come in and said it was fine and balanced.
It didn’t feel balanced playing it. I realise losing one of us day 1 really helps town’s odds, but it felt like our 2 roles just didn’t help us at all. They don’t allow us to break up the advantages that town had. Once they got ahead, we had no way of coming back. It didn’t matter that we knew who was going where, there were a pair of confirmed neighbours, there was a Cop who, if they had targeted either of us it was a straight guilty, and the alien again was another role that once town was ahead we couldn’t interfere with. We could have been 3 goons and would have had just as great a chance of winning that game than with (almost) perfect knowledge of what town was doing.
In the past, I've gotten annoyed at a setup in postgame due to lack of town agency. Lack of scum agency is a comparable issue, but one that reviews often don't focus on much. Perhaps they should.