Okay guys, maybe learning and gaming aren't for everyone. But when you're running a game for people who have Super Knowledge: Word Wars and you too have Super Knowledge: Word Wars you want to be exact as possible "sophisticated technology" is to vague a term to really bring me into the setting but hearing the descriptions of the devices, the technique and the general mishaps- it does help to immerse me.
I acknowledge different opinions. I, however, derive great satisfaction from the discussions of how the navy guns have the rifle stock. I mean, you can read Al Quiet on the Western front but until you see the weapons you cannot really appreciate the horror. In a world war first scenario revolving around heretofore unbeknownst facts it helps when you're fed background knowledge before and during as to expected outcomes. And for the players, their characters would be familiar with this gear, the stories and the technical aspects so the information is needed by the players in order role play to full capacity.
If I had known all the information about WWI then sure, I'd be board with ASG's thorough discussion of said techniques and technology, but since I don't the APs are exciting. I get to learn about shit I have no idea about and also about how this era of modern war can be made to shine in a horrific new light when you introduce the mythos. Although ASG knows shit tons about the mythos, he doesn't go into length describing the various habits of cultists or bullshit background that is unessential. The characters are familiar with the tech, so i find it helpful when the players and ASG explain it, it helps paint a better picture of what exactly is going on, what tools they are using and so on.
I'm sure that if it was a scenario similar to The Haunting there wouldn't even be the discussion of guns because the investigators might not even have them, there would be discussion of 1920s quirks, cars, immigrants, the social changes, fashion and so forth to help bring the atmosphere alive.
As for spending undue amounts of time describing things, discussing, tangenting, what group doesn't that happen in? This is a special event and you want to make it last as long as possible. The horror at the end of the scenario was not lessened because i learned about how they needed air pumped into the tunnels or that they stored aminol under the floorboards of the barracks, it only heightened the possible doom the players faced. They had gotten underground, where no man dwells using fucking unwieldy tech and not only did they have to survive the Tsthogua sploodge but then get back through their screwy ass tunnels. Sure it took a while to listen to, but it was enjoyed. I listened to it while I landscaped. I listened to U-Boote Heraus while filing away manilla folders and double checking our d-base. I wouldn't trade a boiled down AP for either of the two. There is a pause button, they really don't need to be listened to all in one sitting, and maybe you could take a break during a tangent and get some peeing done or some soda drinking and comeback later and then, since you've been away a while the tangent will help get you back into the WWI mood.
I'm sure people will disagree with what I've said and that is totally okay, but I'd like it to be known that I super enjoy the EPIC APs put forth by ASG and crew.