Vampire 's system of "comparative" dice pools drew on the mechanics innovated by Shadowrun changing only the type of dice rolled ten sided rather than six sided. Įor its mechanical elements Rein-Hagen turned to Tom Dowd, co-designer of Shadowrun (1989).
The 13 clans added late in the development process provided a much needed character-class-like system based on vampiric archetypes which proved very popular with players. An extensive list of broad supernatural powers, called disciplines, which included superior strength, speed and toughness, as well as other powers such as mystic senses, mind control and blood magic, gave the player characters a more superhuman rather than horror feel. Horror games had traditionally been a tough sell in the RPG industry, but Vampire included elements that made it a dark superhero game rather than purely a horror game. While the RPG industry in general had been trending towards a more narrative approach, Vampire was one of the first games of its kind to center on these things. Its content was also novel, as the game focused on plots, intrigue and story as opposed to more straightforward dungeon scenarios. Its simple cover photo of a rose on green marble set the tone for the game and differentiated it from other games on the market.
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It would also be the first of a series of linked games sharing the same game world. It was conceived as a dark, moody urban fantasy game with a unique gothic feel that harkened back to TSR's Ravenloft. Vampire was notably new in many respects. Talking about that theme, the power of belief, fueled the second half of Vampire game design." I was always fascinated by what made people believe so strongly when I didn't seem to believe at all. My father was a Lutheran minister, and I think that played a huge role in not only Vampire but the whole WoD series. The game and the world became about religion and belief. He commented further: "I was trying to shy away from religion. In an "Ask Me Anything" interview on Reddit Rein-Hagen referred to the idea of Cain as the progenitor of all vampires as a "big turning point". Inspired by a comic book given to him by White Wolf business partner Stewart Wieck, Rein-Hagen developed the idea that the cursed character of the Biblical Cain was the original vampire. Some of Vampire 's central themes of the power of belief developed out of Rein-Hagen's religious upbringing. He wanted to go beyond what Anne Rice had done by creating individual vampires, with a whole secret vampire society and culture. Rein-Hagen specifically stated that he purposefully did not read Anne Rice's Vampire Chronicles until "very late" in the development process but admitted she was probably an influence on the vampire films that inspired the game. Rein-Hagen felt that hunting vampires, as a game premise, would get boring so he came up with the idea of a game where the players played vampires instead of hunting them. Vampire was inspired by Role-playing games (RPG) such as Call of Cthulhu, RuneQuest and Nightlife, as well as the writings of Joseph Campbell and vampire films such as The Lost Boys.