The masons were not masons, which I was more or less figured out by my questions to Ginngie.
Pooky's base role could have killed a town player outright.
There were multiple powers that the town had access to which could hurt the town, including all the uses of the miller.
And the biggie: every power the town had access to, the scum had access to as well. And literally all of them were useful.
Bulletproof to shut down town vigs.
Rolestop to roleblock town actions, including vigs.
Ninja to avoid the tracker.
Doctor to nullify the vigs.
Their 1x strongman could be turned into a 3x strongman by using ability thievery on it.
They could gain access to
And they could revive scum, who if they had a bulletproof, could only be re-eliminated with the town using another elimination on them.
These are all very very very powerful tools.
That, not even going into scum upgrading themselves, and the scum being able to have more XP overall.
Everyone's treating the game as if it were like 95:5 town:scum, but as I was going to say:
For a bunch of people who have modded games theoretically balanced that ended up hard-swinging towards one direction and ended up looking X-Sided in favor of that direction...
...Y'all are kinda bad at recognizing that
They just didn't.
And the town powers were used with a higher rate of success than they should have been, for instance both masonries being town in spite of them being neighborhoods.
Does that make the game balanced as a 10:3? Well, no. I'm not saying it wasn't
...Especially given that there was a chance for it to
I could have become a role that was not only not town, but was also explicitly antitown. It would make me act against the interests of the town, actively harming them at every stage.
Roden could have more heavily focused on the 3p win and actually obtained it, leaving the game. It would make Roden be not a member of the town and cost the town a valuable mislim. Not as actively harmful as if I had become scum, but still bad.
Given all of what the scum had,
AND,
That the game could potentially become 8:3:1 +1...
...I'd rate it a little less townsided than the above. Given the chance for optional 3ps to become 3p, it'd be closer to ~52.5-57.5:42.5-47.5 (discounting the 3ps there numberwise), which is still a
The scum could have four kills go through; the scum could have three strongman kills bypassing all the protectives; the scum could have scum immune to town vigs requiring they be re-limmed; the scum could roleblock almost any action this game.
Those, in tandem with the potentially lower number of town players and the antitown players explicitly being antitown, would have given the scum much much better odds.
...It's just that everything that
So I wouldn't be too harsh on Ginngie balance-wise. It wasn't perfect, it was slightly townsided especially with the town-optional-3ps not pursuing the option of 3p, but it wasn't a guaranteed town victory.