Ok, wall of text time:
1) On Neutrality
There is no such thing as a "neutral" stage. For the most part, I will refer to these stages as starter stages, because, before the recently introduced strike-system, the distinction was necessary.
You can argue for a stage being neutral because of how it "effects" matchups, but in order to effect a matchup, you must have some standard defined for the matchup in the first place. In other words, in order to claim that Brinstar gives Peach an
unfair advantage against Fox, you must first assume that her probability of beating Fox is lower than it should be on Brinstar. However, in order to do so,
you assume Brinstar is not the stage being played in the first place. This logic is circular: you're already making the assumption that the stages are "neutral" by using them to judge how the matchups "should" be in the first place.
You can further argue that there should be no element of "player vs. player vs. stage." I shall address this element separately.
2) "Player vs. Player vs. Stage"
Some like to argue that a stage like Brinstar introduces a mechanic of "player vs. stage," which they claim does not exist in the starter stages. This is nonsensical, however: given two different stages, there will necessarily be different strategies invoked on each stage. Why is it ok for players to need to manage space better on Yoshi's Story, or to have to keep in mind that there are larger gaps between the platforms there, and to keep the low ceiling in mind; why is it ok for players to need to compensate for moving platforms on Fountain of Dreams, and account for the very high ceiling; why do people have to learn to maintain pressure better on Dreamland due to the very large space, and account for the very high ceiling?
Because it's part of the game. But, for a reason no one has sufficiently explained, lava on Brinstar and the cars on Mute City are somehow different enough to warrant a ban.
TOs should keep in mind that the only way to completely remove the player vs. stage element is to have a Hax-style ruleset of exactly one legal stage. Battlefield is a good choice, but I'm more prone to picking Green Greens.
3) Fairness - Why ban as little as possible?
Democracy is not freedom. Democracy is two wolves and a lamb voting on what to eat for lunch. Freedom comes from the recognition of certain rights which may not be taken, not even by a 99% vote. - Marvin Simkin, Los Angeles Times
In other words, simply voting for something is not necessarily fair. Voting for certain things, like Stock vs. Time, Items-On vs. Items-Off, etc., are perfectly acceptable. On the other hand, things like what stages and characters are legal are not part of this category.
When your rule of thumb is to assume nothing should be banned without hard evidence, you are maintaining fairness for those few who enjoy playing the game in a different way. To ban a stage because it encourages camping would be no different than to ban a stage because it encourages aggression; the only difference is the proportion of players whose preference leans which way.
4) On Randomness
If we can agree that Peach's turnip is random, and that her turnip should not be banned, we have then agreed that a ban on randomness
alone is unacceptable. There is more than one approach to how to address randomness, and I will go into depth on these.
Players often profess their displeasure with something on the basis that it is random. To a degree, randomness is bad. While, “in the long-run,” randomness does not effect the game at all, it is very frustrating when a tournament is lost because the capsule that fell happened to be an exploding one or when the turnip your opponent pulled happened to be a Bob-Bomb. I present three schools of thought on addressing randomness.
a) The first school of thought is to leave randomness alone. Randomness has no long-term impact on a game, and many feel that removing it because it is simply upsetting is a bad idea. Randomness in many cases tests an additional set of skills, such as improvisation, ability to measure risk vs. reward, and an ability to react to new circumstances.
b) The second school of thought is to set a “threshold” of random impact on the game and to ban anything which surpasses the threshold. For example, KishPrime uses the “Turnip Threshold,” which is to ban any randomness whose “significance” is greater than that of Peach’s down-B move.
With that in mind, it is important to understand what exactly a random event’s “significance” is. In fact, it is more than simply the severity of its possible outcomes. In order to measure a random event’s significance, you need to know the probabilities of these outcomes, and measure them against their respective impacts. In other words, “significance” here refers to “expected impact.” This is subjective unless concrete numbers can be drawn, but to make this clearer, I shall explain the mathematical concept of “expected value.”
The "expected value" of something is the product of its payout and its probability. Let's suppose, for example, that we bet on a coin flip. Suppose I pay you $50 every time you flip heads, and you pay me $25 every time you flip tails. Then my expected return is:
(.5)($25) = $12.5
And my expected losses are:
(.5)($50) = $25
And my total expected payout is $12.5 - $25 = -$12.5, i.e., I lose $12.5. You can perform the other computation and see that you'll gain $12.5. This means that, on average, I will lose $12.5 per coin flip, and you will gain $12.5 per coin flip.
By this school of thought, we would avoid banning Yoshi’s Story on the premise that the cloud behaves randomly. For, while it can have an impact on matches, it happens rather seldom, and the impact is generally quite small (e.g., a combo which should end in death instead ends with landing on the cloud). Moreover, the vast majority of the time, the cloud has no impact on a match at all.
c) The third school of thought is to ban what is referred to as “bad-random.” That is, any randomness which cannot be accounted for in a meaningful way, whose impact on gameplay is severe, and which suddenly and without warning influences the match in favor of one character should be banned. Such randomness is referred to as “bad-random.”
By this school of thought, it becomes clear that items should be disabled due to exploding capsules and crates being bad-random. Conversely, we see that other elements of randomness, such as the cars on Mute City and the lava on Brinstar, are not bad-random. Thus, Mute City and Brinstar would not be banned due to randomness.
I lean towards a combination of b) and c), but mostly c). Some randomness is ****-terrible, like Items-On and Icicle Mountain, but others are more-or-less acceptable, like Peach's turnip, Mute City's cars, and Brinstar's lava.
5) Selling Out
An aside I have to make is on this notion of adjusting our ruleset to increase turnout. To a degree, it's necessary; if you really think Hyrule should be on, that's great, but frankly the rest of the community (literally, everyone but you) disagrees, and probably won't show up to your tournament. So, on the one hand, we absolutely
need to sell out in order to have a turnout.
On the other hand,
**** that ****.
6) What the hell, Hero?
Finally, the only thing I really want, out of all of this, is an actual set of standards the MBR is going by. Without standards, the "recommended" ruleset
(I hate that it's called that) is just subjective, baseless opinion. If you create a set of standards, those standards, and their implications, can be discussed.
What we have right now is mostly *****ing from the minority who does not agree with this ruleset. And rightfully so they should be *****ing: the majority doesn't have the right to tell us not to pick Mute City any more than they have the right to tell us not to pick Peach.
tl;dr - I'm alive again, more alive than I have been in my whole entire life. I can see these people's ears perk up as I begin to spaz with the pen.