I think it's a good idea to revisit this issue every once and awhile, esp. when a new bunch of promising scenario designers pops up.
For what it's worth, I hated ToT when it was released (some of those old threads may still be in the archives), even going so far as to call for the art director to be fired. The obvious rush to get it out to the stores before Microprose was sold was obvious in the poor art, including lousy animations, and the lack of effort in the fantasy and sci-fi games.
Mostly I hated it because the manual didn't give clear and detailed instructions for key issues, eg. the new events structure and the multi-map feature - another result of the last minute rush to complete it.
However, thanks to William Keenan and Cam Hills, a fine set of tips was developed, which I still consult for every scenario. http://coc.apolyton.net/ With a bit of trial and error, and a little help from my friends, I grew to appreciate the possibilities of ToT.
For what it's worth, I hated ToT when it was released (some of those old threads may still be in the archives), even going so far as to call for the art director to be fired. The obvious rush to get it out to the stores before Microprose was sold was obvious in the poor art, including lousy animations, and the lack of effort in the fantasy and sci-fi games.
Mostly I hated it because the manual didn't give clear and detailed instructions for key issues, eg. the new events structure and the multi-map feature - another result of the last minute rush to complete it.
However, thanks to William Keenan and Cam Hills, a fine set of tips was developed, which I still consult for every scenario. http://coc.apolyton.net/ With a bit of trial and error, and a little help from my friends, I grew to appreciate the possibilities of ToT.
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