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Shackled City vs Age of Worms. FIGHT!
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<blockquote data-quote="Steel_Wind" data-source="post: 2783364" data-attributes="member: 20741"><p>AoW is a clearly superior product in almost every way you can measure it.</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Coherency of Vision & Storyline</strong>: The first Adv Path was literally made up as they went along with no idea of the destination or how it was going to get there; Age of Worms was conceived from the start as a story line with foreshadows, recurring NPCs, expanding magic items and expandable hooks throughout.</li> <li data-xf-list-type="ul"> <strong>Coherency of Presentation</strong>: The art for AoW has been consistent as has the presentation. </li> <li data-xf-list-type="ul"> <strong>Assurance of Publication: </strong> The first Adventure Path was an ad hoc series without predictable publication dates. You essentially could not run the SC until it was complete - or nearly so - without a reasonable chance of being concerned your adventurers were going to get ahead of the published adventures. AoW is once a month for 12 issues straight. It has become the closest thing to a shared experience that we have in the 21st century of gaming</li> <li data-xf-list-type="ul"> <strong>Multiple Periodical Support:</strong> AoW has received add in maps within Dungeon, extra backdrops that went beyond that delivered for Cauldron, follows on the heels of the Greyhawk 4 poster maps series and every issue if Dragon supports the Adv Path all the way through. The comparison is night and day: SC was an a meandering adventure of "maybe" status; AoW is a pedal to the metal, all cylinders firing EVENT.</li> <li data-xf-list-type="ul"><strong> Extensive Online Support:</strong> The AoW overload and the monthly support in the online supplements in Dungeon quite simply:<span style="color: SandyBrown"> <strong>rocks.</strong></span> This was Ennie award winning support for a reason folks.</li> <li data-xf-list-type="ul"> <strong>Superior Writing:</strong> The AoW benefits from Dungeon's finest writers contributing to the epic. While SC had some bright lights too - AoW's is - again - the Full Monty approach.</li> <li data-xf-list-type="ul"> <strong>Superior Production Values:</strong> Again, artwork, time spent in development and the overall thrust of both of Paizo's periodicals have been supporting AoW throughout. They spent more money on the 2.0 product line - pure and simple - and it shows.<br /> </li> </ul><p></p><p>The result is the <em>Age of Worms </em> is qualitatively and quantitatively better in every single respect. I'd go so far as to say that I don't think that <em>anyone</em> can objectively defend the superiority of SC over AoW. The only reason why a given DM might prefer SC over AoW is purely for the Planescapey flavor of SC. If Planescapey feel is what you want - if that's your cuppa tea - then I can see this as being the major subjective reason why SC appeals to you. </p><p></p><p>But by any other measure, and certainly any objective measure ,the <em>Age of Worms</em> is a superior product line which builds with the knowledge of all the errors and mistakes made with the first Adv Path and has done its level best to avoid them. The <em>Hall of Harsh Reflections </em> aside (not the best of the series, but by no means is it a bad module) it's been a resounding success.</p><p></p><p>Not only is <em>AoW</em> better, I'd go so far as to say it's not even <em>close</em>.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2783364, member: 20741"] AoW is a clearly superior product in almost every way you can measure it. [list] [*] [B]Coherency of Vision & Storyline[/B]: The first Adv Path was literally made up as they went along with no idea of the destination or how it was going to get there; Age of Worms was conceived from the start as a story line with foreshadows, recurring NPCs, expanding magic items and expandable hooks throughout. [*] [B]Coherency of Presentation[/B]: The art for AoW has been consistent as has the presentation. [*] [B]Assurance of Publication: [/B] The first Adventure Path was an ad hoc series without predictable publication dates. You essentially could not run the SC until it was complete - or nearly so - without a reasonable chance of being concerned your adventurers were going to get ahead of the published adventures. AoW is once a month for 12 issues straight. It has become the closest thing to a shared experience that we have in the 21st century of gaming [*] [B]Multiple Periodical Support:[/B] AoW has received add in maps within Dungeon, extra backdrops that went beyond that delivered for Cauldron, follows on the heels of the Greyhawk 4 poster maps series and every issue if Dragon supports the Adv Path all the way through. The comparison is night and day: SC was an a meandering adventure of "maybe" status; AoW is a pedal to the metal, all cylinders firing EVENT. [*][B] Extensive Online Support:[/B] The AoW overload and the monthly support in the online supplements in Dungeon quite simply:[COLOR=SandyBrown] [B]rocks.[/B][/COLOR] This was Ennie award winning support for a reason folks. [*] [B]Superior Writing:[/B] The AoW benefits from Dungeon's finest writers contributing to the epic. While SC had some bright lights too - AoW's is - again - the Full Monty approach. [*] [B]Superior Production Values:[/B] Again, artwork, time spent in development and the overall thrust of both of Paizo's periodicals have been supporting AoW throughout. They spent more money on the 2.0 product line - pure and simple - and it shows. [/list] The result is the [I]Age of Worms [/I] is qualitatively and quantitatively better in every single respect. I'd go so far as to say that I don't think that [I]anyone[/I] can objectively defend the superiority of SC over AoW. The only reason why a given DM might prefer SC over AoW is purely for the Planescapey flavor of SC. If Planescapey feel is what you want - if that's your cuppa tea - then I can see this as being the major subjective reason why SC appeals to you. But by any other measure, and certainly any objective measure ,the [I]Age of Worms[/I] is a superior product line which builds with the knowledge of all the errors and mistakes made with the first Adv Path and has done its level best to avoid them. The [I]Hall of Harsh Reflections [/I] aside (not the best of the series, but by no means is it a bad module) it's been a resounding success. Not only is [I]AoW[/I] better, I'd go so far as to say it's not even [I]close[/I]. [/QUOTE]
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