Why the comparison?
Both games have a strong focus on emergent story telling through random events.
Both games tailor their random events based on location.
Both games determine the success of the outcome based on output randomness and very similar skill checks.
(The success is based on counting 5+ on standard d6 rolls)
Why do location based random events matter?
As a personal preference I strongly prefer random events being based on the locale of my character. I want to feel like I'm visiting a library, a dark forest, or a merchant's port. Generic encounters that shoehorn themselves into every location do not simply have the same level of immersion.
How does Call of Kilforth accomplish this?
In the Kilforth games, you draw encounters based on the location type. Often you are hunting for keywords to accomplish your mission, so you may be frequenting certain types to try to find certain encounters. When you do find an encounter, there is often a BEAUTIFULLY illustrated image of the encounter, some flavortext, 1-3 different types of tests you can take, and some text about the encounter and what happens if you succeed. You can imagine finding that mermaid and possibly using influence to have her aid you on your quest.
How does Arkham Horror accomplish this?
In Arkham Horror, you draw a card based on the neighborhood your character is currently in. You then reference your specific location and read that entry. You often make decisions and roll dice to pass specific tests and that is it.
What is the verdict?
I am just not that captivated by Call of Kilforth’s story telling. I don’t feel the connection the same way I do with Arkham. The generic “forest” encounters make sense, the idea of using certain skills to overcome obstacles makes sense, but I guess it only just makes sense. I don’t feel the surprise of a story or plot twist or mystery. It is just “a [fill in the blank] appears.”
Arkham horror, I think accomplishes this in a different way. The text evokes a sense of presence. You are there, these creepy things are happening, you feel the joy of success, especially if you can get some reward that you feel like you could never afford. It is more unexpected, and you feel your character’s journey.
It is perhaps just me, I wanted Call of Kilforth to be THE pirate Arkham Horror. I wanted high seas adventures and swashbuckling. It isn’t that. It was enjoyable, but in the end, the pictures were not worth a 1000 words.
tldr: nice art doesn’t create a narrative as strongly as written text.