Vampire: The Masquerade
Mark Rein-Hagen released Vampire: The Masquerade in 1991 through White Wolf Publishing. He wanted to create a game where players were vampires instead of hunters. This idea came after he felt hunting monsters became boring as a premise for role-playing games. The project drew inspiration from earlier tabletop RPGs like Call of Cthulhu and RuneQuest. It also pulled influence from vampire films such as The Lost Boys and the writings of Joseph Campbell. Rein-Hagen deliberately avoided reading Anne Rice's Vampire Chronicles until late in development, though he admitted her work likely influenced the films that inspired his own vision. He aimed to build an entire secret society rather than just exploring individual vampire stories. Some central themes emerged from Rein-Hagen's religious upbringing. A comic book given to him by business partner Stewart Wieck sparked the concept of Biblical Cain as the first vampire. This shift toward religious mythology marked a turning point in the design process. The game featured a gothic-punk aesthetic similar to TSR's Ravenloft setting. Its cover art showed a simple photo of a rose on green marble, which critics found striking at the time. Unlike many contemporary games focused on dungeon crawling, this one emphasized plots, intrigue, and character depth. Players could access supernatural abilities called Disciplines, including enhanced strength, speed, mind control, and blood magic. These powers appealed to fans of superhero genres who dominated the market then. Thirteen distinct clans were added late during development following suggestions from Chris McDonough. This addition provided structure akin to character classes found in other systems. The resulting framework became extremely popular with players and helped establish the splatbook format for future supplements.
The original 1991 version of Vampire: The Masquerade was followed by a second edition released in 1992. A Revised Edition arrived in 1998 before the line was discontinued in 2004. White Wolf Publishing replaced it with Vampire: The Requiem that same year. In mid-2010, the company shifted exclusively to print-on-demand distribution via DriveThruRPG. They began offering previously out-of-print books gradually as new titles became available. On the 17th of March 2011, White Wolf announced the 20th Anniversary Edition. This special release occurred during an event called Grand Masquerade held in New Orleans between September 15 and 17, 2011. Attendees received copies immediately while others could preorder within a limited window. V20 contained revised rules plus compendium material from earlier years. After White Wolf stopped publishing directly, licenses transferred to Onyx Path Publishing founded by former art director Rich Thomas. Live-action products moved to By Night Studios instead. In August 2015, Onyx Path announced plans for a fourth edition. Two months later Paradox Interactive purchased White Wolf and all its intellectual properties from CCP Games. Game designer Kenneth Hite led development on what became Fifth Edition. It launched in early 2018 distributed by Modiphius Entertainment. Supplements were licensed to multiple publishers including both Modiphius and Onyx Path. Following the November 2018 Anarch sourcebook release, Paradox halted internal development due to controversial references about anti-gay purges in Chechnya. By December 2018, Modiphius took over continued series production with final approval from Paradox. In November 2020, Renegade Game Studios became the new publishing partner for the entire World of Darkness brand. They brought IP development back under their own team hiring Justin Achilli as Creative Lead. Core rulebooks and other products were updated in 2021 to meet ethical standards enforced by Paradox. Fifth Edition appeared on Roll20 in June 2021 before retail distribution began that July. The online toolset called World of Darkness Nexus launched in June 2022 supporting physical and digital bundles along with matchmaking features.
Vampire: The Masquerade uses ten-sided dice to resolve actions during gameplay. Players roll a number of dice based on combined skill levels representing their character's abilities. For example punching someone combines dexterity and brawl skills into one pool. The Storyteller sets a target difficulty usually set at six which must be met or exceeded by at least one die. Success depends on how many dice meet or exceed that threshold. A vampire possesses a blood pool signifying current vitae levels available within their body. This resource fuels supernatural powers and allows healing from grievous injuries. Characters can spend points to perform tricks like turning into mist or animals. Humanity scores measure how closely aligned each Kindred remains with human nature. Lowering this score increases susceptibility to the Beast, the feral side driving rage hunger and fear. If humanity reaches zero the creature becomes a wight barely retaining sentience. Inhumane actions risk dropping these scores further over time. Skill levels typically range between one and five represented visually using dots instead of numbers. This system enabled quick calculation of dice pools against assigned difficulties. New players grasped mechanics easily though occasionally highly skilled characters might fail unexpectedly. The game emphasizes story over complex mechanical calculations allowing groups to focus on narrative outcomes rather than rulebook minutiae.
Vampires in the World of Darkness believe their race originates from Biblical Cain cursed by God for murdering his brother. These first childer known as second generation kept him company while third generations called Antediluvians supposedly lived peacefully under Caine's rule in Enoch. When God destroyed the city during the Great Flood Caine disappeared leaving descendants to fend alone. Third generations eventually rose up killing their sires prompting another curse giving each clan unique weaknesses. Myths collected in an unreliable document called Book of Nod form the foundation of vampire belief systems. Those studying origins are termed Noddists claiming Caine will return at end times to judge all vampires descended from him. This event known as Gehenna represents either apocalypse or awakening of ancient ancestors returning to feed. Some sects interpret myths literally believing defense against ancients is their purpose while others dismiss them entirely. Golconda offers fabled enlightenment releasing Kindred from struggle with Beast though achieving it remains mysterious. Sunlight kills Kindred within seconds while wooden stakes immobilize until removed. Fire decapitation supernatural powers or clan-specific weaknesses cause Final Death ending existence permanently. Vampires enter deathlike torpor caused by near-fatal injuries blood loss or ennui determining sleep duration based on humanity level.
Vampire society divides along ideological disputes regarding power distribution role in human world and ancient myths explaining origins. Main factions include Camarilla Sabbat and Anarchs differing in laws norms feeding practices morality secrecy grounds Gehenna beliefs and power sharing. Younger vampires seeking respect must prove survival ability despite ambition offering some upward mobility among immortals. Age groups describe development stages rather than official titles: fledglings newly embraced depend on sires neonates survive independently ancillae decades old accomplished elders centuries powerful methuselahs millennia wise antediluvians third generation legendary founders. Thirteen clans descend from Antediluvian founders each possessing unique Disciplines and weaknesses. Banu Haqim formerly Assamites serve as undead assassins paid vitae for rituals bringing closer to Haqim joining Camarilla later. Brujah noble philosophers warrior-poets degenerated into rebels rogues anti-authoritarians one founding clan of Camarilla mostly joined Anarch Movement now. Gangrel animalistic shape-shifters shun cities preferring wilderness running wild animals resembling Beast when frenzied. Hecata formed necromancer ashes after Augustus Giovanni slain Fifth Edition actively remain independent. Lasombra historically associated religion rulership control shadows study Abyss appearing nowhere mirrors half join Camarilla now. Malkavians lunatics madness grants strange insights spreading insanity plague respected oracular abilities connected hive-mind Network. Ministry Formerly Followers Set worshipped Egyptian god Set metaphorical Set within masters forbidden lore spread corruption temptation sensitive light rebranded allied Anarchs Nosferatu hideous monsters dwell shadows unified front learn trade secrets maintaining vampire internet ShreckNet prior Fifth Edition founding Camarilla member Ravnos outcasts vagabonds charlatans follow complicated illusion reality rules thrillseekers subject intense vices virtues hard stay place long greatly depleted number many remain independent Toreador sensitive artistic debauched hedonists fascinated mortal world Embrace beauty preserve talent enthralled beauty suffer deprivation founding Camarilla clan Tremere descended mortal mages stole immortality experiments Tzimisce Vitae founder diablerized Salubri Antediluvian solidified status intensely hierarchical until Fifth Edition fractured four houses aligned different sects House Tremere Camarilla House Carna independent House Ipsissimus Anarch House Goratrix formerly Sabbat currently unknown Tzimisce otherworldly scholarly ruled Eastern Europe centuries deep spiritual connections pursuit metamorphosis sculpting flesh bone clay making horrific war-ghouls some joined Anarchs Ventrue traditionally aristocrats kings seeking power wealth support rule Kindred Kine picky eaters feed specific vessel type virgins blondes youngest siblings founding Camarilla clan.
Released in 1991 Vampire: The Masquerade ranked among top ten best-selling tabletop role-playing games that year in United States. Martin Wixted reviewed it in White Wolf #the 29th of October November 1991 giving five out of five stars calling character development elements rich satisfying over extended adventuring periods. He warned players not forget simple night-out possibilities despite power vampire persona offering mayhem potential. Allen Varney criticized production values including amateurish artwork poor copy-editing rules lacking sufficient detail found wide-ranging campaign advice chapters plotting stories maintaining suspense handling players concluded potent passionate experience worth pursuing Steve Crow rated second edition five out of five praising cleaned layout crisp text intact mood Arcane magazine reader poll 1996 placed sixth list fifty most popular roleplaying games all time Paul Pettengale editor noted tendency take seriously continuing appeal structure design hard get right immensely interesting thought-provoking effective horror RPG around right group Scott Taylor Black Gate 2013 rated tenth top ten role-playing games all time saying propelled White Wolf full-fledged gaming company dying droves gaming companies process dying. Awards included Origins Award Best Roleplaying Rules 1991 won 1992 second edition Casus Belli awards best French translation 1992 game inducted Origins Hall Fame 2007 fifth edition won Best Roleplaying Game Year Fan Favorite Award 2019 second RPG win twice Nebula Award nomination Best Game Writing 2023 interactive novel Sins of the Sires Natalia Theodoridou.
Steve Jackson Games published GURPS adaptation Vampire Companion supplement Third Edition no longer print Werewolf Apocalypse Mage Ascension Wraith Oblivion Changeling Dreaming Hunter Reckoning Mummy Resurrection Kindred East Demon Fallen other RPG titles Old World Darkness setting established first by Vampire Requiem spiritual successor introduced when original ended 2004 entirely new game uses many elements clan discipline names modified Storytelling system White Wolf Camarilla meeting October 2009 decided re-support Storyteller games official fan club Table Top players Mind's Eye Theatre live-action role-playing same setting using system Traditional collectible card game Eternal Struggle first published 1994 Jyhad produced Wizards Coast later White Wolf currently Black Chantry company founded solely purpose under license Paradox Interactive republish old cards minor balancing adjustments rules texts relaunch scrapping booster packs favor non-randomized precompiled sets fifth edition released 2020 Paradox licensed setting several companies leading multiple Kickstarter campaigns Rivals reinterpretation Eternal Struggle changing simplifying rules Renegade Game Studios marketed expandable card game initial boxed release decks four players city cards used equally moves closer traditional board game city cards required play opposed TCG any two players owning deck duel Heritage legacy board game controlling clan vying control span 600 years Chapters miniatures following story campaign emulate RPG experience without need Storyteller Vendetta card-based strategy controlling territory Chicago Blood Feud board game up 32 players requires Storyteller Prince Gambit card-based part players form hostile faction membership unknown similar Werewolf Mafia party games Blood Points accessory Shield Games small glass beads tracking powers Vampire Jyhad Video games Redemption developed Nihilistic Software published Activision 2000 Bloodlines Troika Games Activision 2004 uses Valve Source engine sequel Bloodlines 2 released 2025 Coteries New York Draw Distance Windows PC 2019 other platforms 2020 sequel Shadows New York released 2020 interactive fiction Choice Games 2020 to 2022 Bloodhunt free-to-play battle royale Sharkmob published the 27th of April 2022 Swansong Big Bad Wolf Microsoft Windows Nintendo Switch PlayStation 4 PlayStation 5 Xbox One Xbox Series X/S Justice virtual reality the 2nd of November 2023 Novels comics Moonstone Books comic adaptations beginning 2001 hard find DriveThruRPG Print On Demand service Clan Novels extensive current time medieval series ongoing horror comic Vault Comics since 2020 Crimson Thaw limited series Vault Comics 2021 contains fifth edition material merging lore Werewolf Apocalypse Television web series Kindred Embraced Aaron Spelling produced 1996 Music Succubus Club album Dancing Ferret Discs soundtrack L.A. Night actual play Jason Carl storyteller premiered September 2018 cast B Dave Walters Cynthia Marie Alexander Ward Erika Ishii Xander Jeanneret Josephine McAdam first three seasons Geek Sundry fourth season World of Darkness channels Seattle by Night actual play podcast Penny Arcade led Jason Carl Storyteller premiered November 2019 Mike Krahulik Dora Litterell Jasmine Bhullar Jerry Holkins Luis Carazo second season prequel Bloodlines 2 Vein Pursuit actual play Karim Muammar Storyteller Paradox Interactive Hardsuit Labs employees incompetent Anarch envoys driving L.A. to Seattle back courier events precede Bloodlines 2 NY by Night actual play Jason Carl storyteller premiered July 2022 four Anarchs Alexander Ward Mayanna Beren Aabria Iyengar Joey Rassool chafe Camarilla rules Season two Camarilla Kindred maintaining power city Season three parallel storylines collide manifest yet acts sequel L.A. Night.
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Common questions
Who created Vampire: The Masquerade and when was it released?
Mark Rein-Hagen released Vampire: The Masquerade in 1991 through White Wolf Publishing. He designed the game to let players assume roles of vampires rather than hunters.
What is the origin story of vampires in Vampire: The Masquerade lore?
Vampires believe their race originates from Biblical Cain cursed by God for murdering his brother. This myth forms the foundation of vampire belief systems found in the Book of Nod.
How does the dice mechanic work in Vampire: The Masquerade gameplay?
Vampire: The Masquerade uses ten-sided dice to resolve actions during gameplay based on combined skill levels. Players roll a number of dice representing character abilities against a target difficulty usually set at six.
When did the 20th Anniversary Edition of Vampire: The Masquerade launch?
White Wolf announced the 20th Anniversary Edition on the 17th of March 2011. This special release occurred during an event called Grand Masquerade held in New Orleans between September 15 and 17, 2011.
Which clans are featured in Vampire: The Masquerade and how many exist?
Thirteen distinct clans were added late during development following suggestions from Chris McDonough. These clans include Brujah, Gangrel, Malkavians, Nosferatu, Toreador, Tremere, Tzimisce, Ventrue, and others with unique Disciplines and weaknesses.