This argument has never really been convincing to me, specifically the "town win rates are low because towns are playing bad" argument. Towns play how they play, and scum play how they play; if "towns are playing bad", then that means we exist in a meta where players tend to be better at scum than at town, and the balance of a setup has to reflect the meta. I've played mafia in a lot of different contexts: forum mafia with long deadlines, in person, in different IRC environments with different kinds of communication and different deadlines. And each of them has a different standard of balance. There is no hidden platonic ideal of a balanced setup; a setup is balanced in reflection to the people playing that setup and the medium in which it is played.Menalque wrote:Right: my point is that’s a bad criteria to use. If towns consistently play like shit and win 50% of the time because they’re loaded with power then that’s a strongly townsided group of setups. And the only way you’re going to know if people are experiencing that in their games is asking them, as I’m doing here.
If you want to talk about whether it subjectively feels like towns have too much power, sure. It's quite likely there are a good number of people who feel that way. But I'd argue that those aren't actually feelings about whether the setup is "balanced"; they're feelings about whether the setup is as hard as they want it to be. As far as I can tell, there's no way to call something "balanced" except to say "in the environment and with the people with which this game will be run, we expect it to be won by town roughly 50% of the time". For an alternative, some do exist. For instance, if you want to run or play in games that are explicitly harder, pick an open setup with a relatively low EV and run it or play in it. But I feel like the alternative you're implying would be like, a "hard games" queue? And the site has litigated the issues with queue splitting and merging again and again over the years, and I think it ultimately comes down to: if there's a lot of demand for it then we could consider it, but if not then the downsides outweigh the upsides.
I guess my question is, if not to a 50% win rate, then what standard do you want games balanced to, and why do you think it's the appropriate standard?