Were you the one who was doing the Savage Frontier pair with characters who had already finished Pool and Curse, and changed classes so they could still work up? It seems like a way to build up reasonably strong characters for Pools without playing Secret. (I'm still trying to figure out the way to get the maximum play value out of the GSF<->Curse / TSF <-> POD exploit.)
I'm near the end of Secret in a GSF -> Curse -> Secret -> Pools run; the thing with the all-warrior/no-primary-spellcaster party in GSF and Curse. I'll still consider GSF to be the weakest of the Gold Boxes with a fantasy setting. One thing that motivates me when playing a predecessor game is the potential gain in the follow-up game. I endured GSF for the extra XP and items that made Curse enjoyable without primary spellcasters. And I was curiously enjoying Secret so far for the progess it's offering, in the loot and character progression (levelling the freshly dualled Magic-Users).
Secret by itself is not a great game. But the prospect to continue in Pools with a powerful and well equipped party raises the worth of Secret for me. It's motivation. From that point of view, Secret beats Curse. Knowing that I'll lose all items when going from Curse to Secret nagged me the more I progressed into the game. "Yay, I found a Long Sword +5. One more dungeon to go. [Monotonous voice] Great.". Compare that to the prospect of collecting every tiny bit of power while playing Pools, which WILL be helpfull for the real challenge that the game offers after it has been beaten. Or the (IMO) genious stroke of of travelling to various dimensions almost naked, depending more on party abilities for a while, having to re-adjust playstyle and re-equip the party constantly, and in the end coming back with a few nice additions to the stuff left behind in the vault.
It's also like that in the Krynn games for me. I don't like DKK for various reasons that I've mentioned before somewhere in this thread. But the prospect of DQK and knowing that the party keeps its stuff motivates me to do any (side-)quest DKK offers.
The Gold Box games sadly precede the 'achievement unlocked' era, or there are a lot of fun optional things that could be done. (Killing the Commander in the Outpost of Zhenitl Keep, beating the gate to Myrtani's Stronghold without weakening the gate guard, getting every character in POD to level 40, and so on.)
"Achievments" in modern games strike me as a cheap way to make lackluster parts of gameplay look better, in motivating players to hunt worthless trophies by doing things that otherwise probably no one would waste his/her time with.
Playing a game, collecting
usefull (as in usefull to the player) items, doing stuff that makes sense within the game world, having fun doing so -> achievment by itself. Needs no trophy. Except maybe a GOTY award for the Devs or something like that.
Enduring a game, collecting 250 otherwise useless rocks that are all of a different color, doing meaningless FedExing all over again, only to get some completely useless trophies that translate into bragging about "Hey look, I was tricked into spending 83 hours of my life without fapping."? Please, no.