This is my qualm with the setup, scum are fairly reliant on someone either being incorrectly cleared or incorrectly guiltied to be put in a good position in the game and given I'm not really a fan of GF type roles and think setups should minimise false clearances or guilties, I think mods are trying to get "too clever" with setups nowadays and that's not really what I like seeing in Mini Normals that often. And if that doesn't happen town are instantly put in a very strong position to the point where scum have the walls closing in on them and have to try and do something to save themselves and that something is almost always going to be noticed and scum read. Even with a fake guilty and a D1 mslynch here we still won his rather comfortably.In post 2418, mhsmith0 wrote:Barring that, it was really a matter of how many town clears could be generated and/or how destructive a false guilty could be. Without scum generating a false innocent or a false guilty through roleblocker use, their path to victory was probably really really narrow (like, basically being required to kill the cop on n1 for starters)
I acknowledge that setups aren't always designed around "what would happen if all N1 actions went well for town or what would happen if all N1 actions went badly" but I think the extremes should be at least considered and the setup amended to make sure it's not too drastically favoured for one side, potential for auto D2 is just..unfun and bad design.
Anyway that's enough about the setup for now, game was influenced by the setup but ultimately decided by reads thankfully in that all the cleared players were already town reads anyway.