D1 Bad Metas
7 person, maf kills n1: this is the most common meta that is played on em, and one of the reason why I feel fp is bad for the site. It's a pointless strategy where nobody does anything. Somebody will quickly die n2, which makes two people not actually play mafia.
7 person, dawn/day start: examples include stbs, C14, and CnS. This meta often comes with town racing for a random ml to avoid a pr getting night killed. This strategy is bad as town will just throw away a blue more times than not hoping that maf will not hit a pr. Plays d1 include people saying, "I'm blue lynch me," or "We don't want maf to pr read." Not only is this against town's win con, maf generaly have a higher win rate as maf cc the pr or simply doesn't get lynched over a blue.
8 person, night start: These have a range of setups to them. The most commonly played have 0-2 pr claiming as pr. O2R is being the best at avoiding a bad meta of auto claims. Meanwhile BV and VDLI both have pr claiming d1 uncc'd. These are better with scum hunting, but some blues don't participate as they don't think their fos will be acknowledged by the clears. Some games are simply played as town selves and a pr hammers. PRs will not lead in some of these games as they feel like maf will fish if a bw is lead on them.
HI/A&D (day start with an unkillable claims to get a gun): These setups have the mistake of town thinking to nl d1 for a gun rather than lynching d1. This brings up issues of optimal play as mafia don't know each other d1, but town doesn't take advantage of that. A&D is extremely scum sided for this strategy as town may not get a gun, and they let maf learn who not to lynch/kill. A&V has fixed this a little as some players use both the gun and the lynch.
9 player, d1 mylo: These setups are the classic comp setups with bp, bomb, doc, or bg. People commonly jump to nl thinking, like the 7 person setups, that the mylo doesn't help town. With clear dying each night rather than unclear blues, town is throwing away advantages.
10 player setups: These are hard to pick apart as these tend to be a cop cc with a ml. Whichever side wins the cc gets a large advantage of 7 way of 2+ clears, or 5 lylo/7 guised lylo. I'm not quite sure if these have extreme problems, as they are ignored by current players as they are longer and harder to read as text fills up the page with 9 players alive.
Thank you for reading, and if anyone has some suggestions to help em fix this typical play talk about it here.