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Tag: dark inheritance

Dark Inheritance: Context & Introduction

I don’t own a lot of remnants of the D20 boom any more, just a few select books, for the novelty and quality of the ideas rather than for anything mechanical. Tynes’s D20 Call of Cthulhu, for example. The least remembered of these is a D20 Modern setting called Dark Inheritance, which I bought at GenCon. I absolutely adored this back in the day, for its weird mix of genres and modern occult vibe, plus I always thought D20 Modern looked like an interesting system. So in my constant effort to blog a bit more, I dug around till I found my copy, pulled it out, and am spending some time reading it and blogging my thoughts. This is not a review, because I haven’t played it, although that’d be a kick — it’s just a once over. No promises on how often I write these.

The original book was published in 2003; I believe there’s also a Spycraft version, published a year later. It is not available in PDF. Noble Knight has a copy of the D20 version, and it occasionally shows up on eBay. The publisher is Mythic Dreams Studios, which appears to have been mostly Chad Justice. Chad is no longer working in the industry and Mythic Dreams only had these two releases, despite plans for other books as per an advertisement in the back of this one. Still, one solid 200 page campaign book isn’t bad.

The other writers are a range, career wise. Alphabetically, we have Edward Milton, Jason Olsan. Aaron Rosenberg, Gareth Ryder-Hanrahan, Jeremy Tibbs, Wil Upchurch, and Sam Witt. There’s no indication of who wrote what, but I’d bet that Ryder-Hanrahan wrote at least some of the words that sparked my imagination back then. The cover artists is a dude named Mark Sasso, who sets the tone with a painting of a shadowy figure stepping forward out of what appears to be a fire. Sasso’s gone on to what looks like a decent career in and out of the TTRPG space, with some fantasy-inflected design work for the WWE and metal bands like Dio.

The interior art is B&W, mostly spot illos. The book is good 2000s TTRPG design: clear layout, in-world fiction broken out into sidebars, nothing to complain about. This is definitely the era when people expected big metaplot and lots of fiction in their game books.

OK, let’s dig in.