Saturday, June 16, 2012

Aesheba, Greek Africa - a review of a regional sourcebook for roleplaying games

This is a "generic" supplement designed to be used with any fantasy roleplaying game system. In this case, it covers a continent much like Africa, with some important differences.

Let me quote from the back cover:

"Take the largest ocean in your fantasy game campaign, and add one continent. Start with Africa, circa 300 B.C., and shrink it a bit. Remove the Nile, so the Egyptians remain a primitive culture, and redesign the terrain features while leaving the ecology and climate about the same. Now add Greek colonists along the north coast, and let the whole thing brew for three centuries."

The biggest part of this book details the city-states established by the Greek colonists, as well as a native kingdom with a robust civilization. There is a lost civilization feel to the Greek city-states, with a mix of Greek and native cultures. The text suggests that these colonies would make for good entry points for more traditional, Eurocentric adventuring parties. That's certainly one way to use the setting, though certainly not the only one. The main weakness of this book is the relative lack of detail about native cultures. One native kingdom, Gloriosus, is detailed, but I would like to have seen more about the history and cultures of this fantasy Africa. Some years back, a fantasy Africa setting called Nyambe was published, and it was to Africa as baseline D&D was to Europe. I could see Aesheba: Greek Africa being used in conjunction with Nyambe to add depth to both. But this is a review of Aesheba on its own.

There is a section on native magic. It's a decent discussion, but unsurprisingly the section is hampered by having to be generic, system-wise. This is also true of the various creatures discussed throughout the book. Wisely, the bulk of the material is more about the setting and characters, rather than game mechanics.

I was struck by the relative lack of monsters discussed in the book. There were some, but not nearly as many as I was expecting, given how diverse the animal life is in real-world Africa. I have to assume there are as many, or more, legendary monsters in African cultures as in their European (and Asian, and American, etc.) counterparts. This, along with the discussion of magic and lack of mention of magic items, gives the setting a "low magic" feel. That's not necessarily bad, though I would have liked to see a more mythic take on the source material. Still, the effect is something akin to a lot of swords & sorcery, with rare, dangerous magic and warrior-based cultures.

This is a distinct setting, one not often covered by roleplaying games. Though it is necessarily limited due to the nature of the product, it's still worth having as an adventuring site, though I think it would work better as a temporary diversion rather than the home of a long-term campaign. Africa is rich with potential for roleplaying games, but this specific product's design goal wasn't to fully tap that potential - see the aforementioned Nyambe for something more along those lines. Still, this is an interesting book, one that has stuck in my mind for almost 25 years(!) now.

2 comments:

  1. I have used this setting for both long term and one-off convention style rpg gaming. I have also used it as a setting for various table-top mini's wargames. I find the information within the book "just enough" so that there is in fact room for creativity by each individual DM/GM. I always base my opinions on what is represented more so than what could have been represented, This method makes it more fair to the people who put it together since we have no idea if they purposely kept it simple or not. If I based it on the could have been better, then pretty much everything out there would have fallen into this column..... Thank you for your review as it is always nice to read what others think about stuff like this as they are often overlooked.....

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    1. I see what you're saying. In this case, though, it was tough for me to ignore the relative lack of detail. It feels more like it would be better suited as a small island than an entire continent. Even given that the writers made it smaller than Africa, it seems empty to me, rather than the teeming land implied by the history and setup. Essentially, it's about a lost Greek civilization, like you'd find in some old pulp magazine or 1930s serial. The problem is it tries too much, in my opinion; it divides its attention between the Greeks and the rest of the continent, which sets up a bit of a dichotomy between the micro and the macro. In the end, while I like this book quite a bit, I feel that what is there isn't enough to truly get a good grasp on the subject. If it was enough for you, that's great. It ended up feeling only partly finished to me, and I'm usually a fan of settings that leave a lot of room for the individual GM to work.

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