For what it's worth, I believe scumsided setups are more fun than townsided setups (there is normally more town agency in scumsided setups than there is scum agency in townsided setups, because even the most scumsided of setups can be won by sufficiently good scumhunting; and one of the main tools to improve town win rates is by adding town power, which has an unfortunate tendency to get lucky and ruin the game for scum even when they play well, especially as quite a lot of town power is needed to reinforce it against lucky N1 kills and forced D1 claims). This implies to me that it might be preferable for the town winrate to be a little below 50%. However, I nonetheless aim for 50% in balance reviews, because it's what players seem to want and expect. (It might be interesting to allow moderators to intentionally run games that are balanced to a different standard, with a signup advertisement so that players who want to play, e.g., a scumsided game can do so.)
In post 23, Menalque wrote:In my experience at least, scum wins are often in spite of the cosmic dice rather than because of them. I've seen/had games that felt like everything was an incredibly uphill struggle against setups that were just deeply setup to favour town. Correspondingly, I've had town games where I've had to do basically nothing to win because we had one or two PRs who got lucky and cleared out half the team.
I would agree with this, and it's a natural consequence of trying to balance games for 50:50 win rates. It's easy to create a game where town
can
win if they outplay the scum. The problem is, they normally don't – there are a lot of players on this site who are fairly useless when they draw town – so town need to be given extra help so that they don't necessarily need to play well in order to win, especially given that scum can nightkill the best town players but town don't normally policy-eliminate the best scum players. (I'm not necessarily sure I agree with the rest of what you wrote, though.)
This problem may be getting less bad over time. A few years ago, towns were doing so badly in Normals that the Normal Review Group intentionally gave them extra power to help level the win rates a bit. More recently, we've reversed most of the balance changes we made then, going back to an older balance standard, and the reason is that towns have gotten better and they don't need as much help as they used to.