Showing posts with label white wolf. Show all posts
Showing posts with label white wolf. Show all posts

Wednesday, July 30, 2025

Retrospective: Vampire: The Masquerade

Continuing with my recent trend of posts that have proven inexplicably contentious, I have decided to do a Retrospective post for White Wolf's Vampire: The Masquerade, a game considered by some fans of old school RPGs to represent a major point at which the hobby took a seriously wrong turn. My own opinion of the matter is considerably more nuanced than that, but I agree that the publication of Vampire in 1991 does mark an important hinge point in the evolution of roleplaying games.

If, like me, your introduction to RPGs was through Dungeons & Dragons, Vampire: The Masquerade felt like it had come from another world. Where the focus of D&D was on adventure broadly defined, Vampire was about mood, metaphor, and personal horror. It didn’t merely offer a new set of rules, but a fundamentally different vision of what roleplaying games could be. It was brash, stylish, and theatrical in a way that felt almost confrontational to the sensibilities of "traditional" roleplaying games – and I suspect that was intentional.

Even if you didn’t play Vampire – and I didn't and still haven't – you couldn’t ignore it. By the mid-1990s, Vampire was everywhere: at conventions, in hobby shops, and in the imaginations of a younger generation of gamers for whom roleplaying didn’t begin with The Keep on the Borderlands, but in the nightclubs and dark alleys of White Wolf's "gothic punk" setting. Whatever else you might say about it, Vampire captured the Zeitgeist with almost supernatural precision. The Cold War was over, cyberpunk had gone corporate, and angsty antiheroes were ascendant in pop culture. Vampire gave roleplayers a way to inhabit that mood and make it their own.

Looking back, the game’s presentation probably played a big part in its success. The rulebook looked very different from those of other games on the market. It was filled with fiction, quotes from Schopenhauer and the Indigo Girls, brooding black-and-white artwork, and a relentless focus on theme. Its mechanics, such as they were, often took a backseat to emotion, identity, and esthetic. Character creation prioritized personality, inner conflict, and one’s place within a secretive, decaying society. The World of Darkness, as it came to be known, was more than just a setting. It was a tone, a posture, and a subculture, for good and for ill.

For players of old school D&D or Traveller, used to thinking of characters as problem-solvers and adventurers, Vampire was jarring. Here, the emphasis wasn’t so much on overcoming external challenges, but internal ones. What mattered wasn’t what your character could do, but who he was, what he felt, and how far he’d fall into monstrosity. The oft-parodied “angsty vampire with a katana" stereotype, while real, obscures just how radical this idea was at the time. Vampire: The Masquerade was – or at least aspired to be – a roleplaying game where introspection and tragedy weren’t just permissible but central.

From a mechanical standpoint, Vampire was a bit of a mess. Its Storyteller system was vague, inconsistent, and sometimes begged the question of whether mechanics mattered at all. Of course, it wasn’t designed to support dungeon delving or tactical combat. Instead, it aimed instead to foster collaborative storytelling, character drama, and social intrigue. For many players of the game, it more than succeeded in this aim and its approach to roleplaying soon became not only widespread but, I would argue, the norm.

The game also changed who played RPGs. Vampire brought in a lot of people who'd never played a roleplaying game of any kind, thereby changing the face of the wider hobby. Its gothic, romantic esthetic was attractive to these newcomers in a way that dragons, starships, and mutants never could be. Beyond that, Vampire inspired live-action roleplaying on a scale previously unseen and encouraged a style of play that emphasized character, emotion, and interpersonal drama over puzzles and tactical challenges. Like it or not, Vampire's impact was immense – to the point where the game was once a serious challenger to D&D's hegemony.

From the perspective of old school play, Vampire remains, in most respects, an alien creature. It’s driven more by narrative intention than by exploration or open-ended play. The referee – sorry, Storyteller – is often expected to have a plot and characters are meant to fit into it. That almost certainly rankles those of us for whom the oracular power of dice and emergent play are the acme of roleplaying. Even so, it’s impossible to deny what Vampire accomplished. It dared to be something different and, by doing so, it opened doors. Whether or not you liked what was on the other side, you had to admit it was impressive that someone found a key.

It’s fashionable nowadays to treat Vampire: The Masquerade with irony or to blame it for the sins of later trends, like over-emoting, railroading, or the tyranny of the tragic backstory. While there's more than a little truth to these jabs, I also think it does the game and its influence a disservice. Much like Dungeons & Dragons itself, Vampire was a lightning-in-a-bottle moment that was simultaneously bold, flawed, and genre-defining. It clearly gave roleplayers, especially younger ones, something they were craving, even if they didn't quite realize it at the time. Even though I was never a huge fan of the original game – I liked several later World of Darkness games better – there's no denying its power.