Wouldn't future scenarios benefit from a doom track system that's separated from number of turns? As it stands now, most (if not all) scenarios follow this formula: You spend turns collecting requisites and, optionally, clues to help with tests, at the expense of the ratchet ticking one step ahead towards a predetermined critical point. Each scenario is strictly timed: If you don't do x before n turns, there's a worse outcome/changed resolution/game over. n is a constant. Player actions can't change this, except presumably if an action hypothetically triggers a whole new ratcheted sequence/board. Wouldn't it be more flexible if, alongside scripted events happening at this or that turn, there was a AH-esque doom track? It doesn't even need to be articulated; it's probably for the better to keep it under the hood, and then the script can give cues when and if appropriate. This way, you could build scenarios that follow a very different structure and where player agency can become more important at the script writer's wish. Most importantly you can, as a player, buy time (what will it cost?). That's a meta-move that i'd really like to see in the future.
edit: it's not really a "vs.". They work best complimentary to each other and you have the benefit of applying different logical gates to the two for different effects and designs.
Edited by Aelitafrommars