Dungeons and Dragons is the most popular table top roleplaying game in the world and that's been true as long as there has been TTRPGs. It is where most of us started. And most of us still love to play D&D. But there's a lot of other games out there - FATE, GURPS, Powered by the Apocalypse based games - and, of course, the World of Darkness.
Assuming you're a D&D 5e (2014 or 2024) interested in trying other systems, let's explore whether or not the World of Darkness - and specifically Vampire The Masquerade V5 - is the right game for you. And I'll give you some tips about making that transition, too. I've played in the World of Darkness off and on since the 1990s - and started my Dungeons and Dragons journey in the 1980s - so I'm reasonably well set up to be your guide here.
This isn't a 'how to play' - I have other articles for that - I'm trying to share some basic information and help you understand how playing Vampire feels compared with Dungeons and Dragons, so you can decide if it is a game you want to play.
The Elevator Pitch for Vampire the Masquerade V5
Vampire the Masquerade V5 is a game of personal horror set in the modern day of a version of our real world called the World of Darkness. Personal horror means that - while there are other horror elements - the key focus is on the conflict between survival and on keeping a grip on what makes you human and what makes you you. Players play vampires in V5 that are not fully in control of themselves - they have a Beast within them that tempts and draws them down into bestial ways, pulling them away from who they were when they were alive.
These conflicted characters are then placed into a complicated social setting. Vampires are predators, but they are also parasites on human society, and they have made rules, traditions, religions, and societies that allow them to keep themselves secure and powerful. In addition, vampires, especially new vampires, still have many entanglements with the mortal world. This means that relationships and social interactions are at the core of the game. Vampires are powerful creatures, although the player characters often are at the lower end of the power spectrum. They will use those powers in social and physical conflict, exploration, and social interactions over the course of the Chronicle.
Vampire the Masquerade is a horror game. It often focuses on those personal horror tropes, but can contain elements of body horror, gore, gothic horror, existential horror, cosmic horror, political and social horror, and other disturbing elements. While I strongly recommend that any group plays with
safety tools that limit the content of the game to keep the players safe, it would be difficult to play the game without horror tropes at all and the game likely isn't the right game for you if you aren't excited about playing a horror game.
Vampire the Masquerade V5 is just one version of one game in a long series of games in the World of Darkness.
What Is the World of Darkness?
The World of Darkness games, regardless of version, feature games in the modern day in a version of our world that is full of monsters, conspiracies, and horrors. Games generally allow players to take the role of one of those monsters (Vampires, Fae folks, Werewolves, and others) and focus on the conspiracies and intersections with the mortal and human world or the conflicts between the various monsters.
The World of Darkness is an old TTRPG franchise - with all the confusion about lore and versions and characters that naturally follows from decades of continuous play. And the World of Darkness complicates things even further, because in each version, there are multiple 'splats' or lines - ways to play Vampires, Werewolves, Mages, Changelings, Hunters - each of which has its own name and full gameline, just to make things extra spicy. Let's review:
- "Old" World of Darkness - the first book of the first version of the World of Darkness came out in 1991 and has gone through multiple versions. The most recent "old" version is the 20th anniversary edition, which is commonly known as V20. This version was published roughly between 2011 and 2015. This is a solid, complete version of the World of Darkness, covering most of the splats, including Changeling, Vampire, Hunter, Mage, and Werewolf. It covers play of all power levels. From a mechanics point of view, you could call it a 'resource-management' based game, in that powers use up a pool of points which the player fills up and spends. It is reasonably "crunchy", with mechanics supporting a lot of different styles of play. It has a very large collection of lore about the world and many supporting books.
- Chronicles of Darkness - published in various versions from 2004 until 2022, Chronicles of Darkness was a reboot of the World of Darkness, with different splats (including playable monsters that you could not play in any other version of the World of Darkness). It had different lore than the original World of Darkness. It is very much its own game, but provided inspiration for the new World of Darkness versions in various ways, including some mechanics.
- World of Darkness x5 - The "fifth" version of the World of Darkness is the most current (first published in 2018) and active (with books being published on a regular basis as of 2025), with three splats currently published - Vampire, Hunter, and Werewolf, with Mage and Changeling being currently teased. Splats in the this version are typically referred to as the initial and 5 - that is V5, H5, W5. Play in this version is aimed at "street-level" - newer, younger vampires, hunters, or werewolves, though later books in this edition support playing more powerful werewolves or vampires that are centuries old. Mechanics promote a 'risk-management' style of play - or 'push-your-luck', where using powers can increase the risk of allowing your Beast to temporarily take over, reinforcing the personal horror theme of Vampire V5. Lore largely continues from previous versions of the World of Darkness, with some changes and some considerable extension, bringing the world up to modern day.
All versions of the World of Darkness use a dice pool system, where a pool of 10 sided dice are assembled based on character traits and rolled, with high dice indicating successes and low dice indicating failures. The only dice needed for World of Darkness are these D10, but ideally you'll have 10-12 of them. This is different than D&D's D20 + modifier vs DC system, but no more complicated.
Just like Dungeons and Dragons 2014 vs 2024 (or D&D 4th edition if you remember those times), there are strong opinions about versions. I have played lots of versions of lots of games and have never had much interest in arguing about versions or lore. We're going to be talking about the current version of the World of Darkness games here and focussing in on Vampire the Masquerade V5, because that's the focus of this site and my personal current favourite version of the game.
Getting Started Playing Vampire
Just like in D&D, you need a few resources to start. The equivalent of the Starter Set in Dungeons and Dragons is one of a series of 'starter' adventures that White Wolf/Paradox have released for free or cheap. I recommend
'The Monsters' - I think it has some great flavour, some pretty good explanations of mechanics, and it is free. You'll just need some 10 sided dice in two different colours (or a virtual dice roller). There is also the '
New Blood Starter Pack', which is a different introductory adventure.
The default experience for a Chronicle (what the World of Darkness calls a campaign) in Vampire the Masquerade is a modern day city, with relatively new, young vampires that still have many connections to their mortal life. The complications of being a Vampire, with new demands, limitations, powers and expectations are often the principle theme, with a plot designed to bring the player characters together and move them in an initial direction. There are many other ways to play Vampire, but my recommendation is to start simple, with that expected way to play.
The Vibe Playing Vampire vs D&D
As a general note - there's no one way to play any role playing game. Folks use D&D to play social focussed games, to play horror games, to play science fiction games. But that's not the experience most people have with it - D&D at its core is intended for 'high fantasy' - Tolkienesque dwarves and elves with dungeons and grand quests and lots of combat. So that's the experience I'm using to compare here.
The "default" D&D experience is a party of player characters going on an adventure - a defined path forward, driven by a plot, with side quests and character driven relationships as a secondary component. In Vampire, this is flipped - the relationships and personal missions of the characters are the engine that drive the chronicle. In Dungeons and Dragons, "splitting the party" is something that is frowned upon - in Vampire, it is something that happens all the time (to the extent that I've got an
article on it on this site). In D&D, the expectation is that there will be multiple physical combats a session, with players primarily gaining experience and equipment by killing monsters and taking their treasure. In a typical game of Vampire, social interactions are often more important, and characters can go multiple sessions between physical combats, with combats often being high stakes and risky and with characters gaining experience on a regular cadence. The game feels different to play, with the Storyteller (DM equivalent) reacting to player driven events and decisions and adding complications as the world plots around them.
The difference is one of tendencies and emphasis, more than pure mechanics. Vampire tends to try to make games that centre relationships - personal, political, social, positive, negative - in a (often) modern world that echoes our own. Chronicles often have themes or overall plots, but spend a lot of time on the individual concerns of the characters or the combined interests of the Coterie (party). There tends not to be 'adventures' per se - very little dungeons or exploration in the same way. They tend to stay in the same city or location and the city often seems like a character itself. There tends to be a lot of Storyteller Player Characters (SPCs - the equivalent of NPCs in D&D), with a complex web of relationships between them and the PCs that drive a lot of the story. Especially as the game gets going, many sessions are driven by player motivations and plans, with the Storyteller throwing in twists and complications more than actual planned adventure. Combat tends to be significant, but rare. Many (even most) sessions may not have any actually physical combat at all - replaced by social conflicts or skill checks or even just conversation. There is often a real element of horror and an examination of society and the nature of humanity, with many shades of gray. The tone can be paranoid, with danger lurking - combat in Vampire tends to be dangerous and it can be easy for PCs to get in over their heads.
In D&D, there tends to be more focussed adventures (go here and do find this thing, go there and slay that creature, climb the mad wizard's tower and learn this lore). While there are certainly NPCs, the web of relationships isn't nearly as central or generally well developed. Player character arcs tend to be side quests to a main quest. Combat is a common event, potentially multiple combats per session. The tone tends to be high fantasy, with epic quests and heroes and villains.
Examples of Vampire Sessions
To illustrate what a Vampire session can look like, I thought it would help if I shared some information here from the first few sessions in my current chronicle, along with one from months later. The characters are four young vampires, relatively new to their state as monsters, very much still entangled with their mortal existence and struggling to understand their new roles. I take fairly detailed logs from each session, covering the beats of each. Each session is a three hour play session and the chronicle takes place in Halifax, Nova Scotia, in the modern day. I'm not going to go through all the details, just talk about what the players spent their time doing. We have just completed session 46 - we aim for weekly play and have mostly succeeded in that over the last year.
In Session 1, the characters were introduced to vampire society and I gave them a mission to focus on. We started the session with the three split up - each meeting with their own Sire (the vampire that created them) and starting to flesh out that relationship. They individually made their way to the meeting spot, and they started to meet some of the Storyteller Player Characters (what Vampire calls NPCs) that made up the society of vampires in Halifax - characters that eventually come to be antagonists, lovers, allies, friends, or rivals as time goes on. And they were given a mission and started using social skills and social powers to begin finding the solution for that mission.
In Session 2, we had a new player join the chronicle late. It meant this session was a lot of bringing the characters together and bringing the new character (and player) up to speed. But they learned something about each other and progressed on their mission, meeting a key thin-blood SPC (who went on to be a significant ally early in the chronicle despite seeming like an enemy at that time). They also engaged in their first physical confrontation - beating up a ghoul (an enhanced mortal servant of a vampire) as part of an interrogation.
In Session 3, the taps of their backgrounds opened, with one character being haunted with visions, another getting messages from someone in their past, a third getting threatened by their Sire. The group separates and starts handling some of their own stuff as their first night as independent vampires comes to an end. The group does get back together to go have a final discussion with an SPC and come up with a plan to find someone to blame their problems on.
In those 3 sessions, there were plenty of tense situations, some difficult decisions, a whole lot of talking, a fair amount of dice rolling - but very little combat. There was a fair bit of characters going off to handle their own thing, and only some time with all four members of the group together. While you could play D&D that way - and while you could play Vampire as a dungeon crawl, I think this is pretty typical of Vampire - and pretty atypical for D&D. Let's look at a session much later on, in the beginning of what is likely the middle arc of what is likely a two year Chronicle, session 31.
In Session 31, it started with a character having a private audience with the Prince, who is probing him for loyalty. A bit of seduction, a bit of Presence, and the Prince demands the character find a particular Anarch for her. A scene between a character and the fledgling childe of a Primogen, who is now blood bonded to the character, trying to figure out that situation. The Coterie meets with the Sheriff, making it clear they will not be returning the Primogen's fledgling back to the Primogen - the Sheriff says this may cause a great deal of problems that will need to be handled at the coming Elysium. A character meets his Anarch lover and has a tiff with them about loyalty, but is introduced to the leader of the Anarchs and their inner circle anyways. The Coterie talk about their situation and one decides to take the Fledgling to talk to the ghoul of the Primogen - they find that things are even more dangerous than they feared. Another conversation with the Prince about the Anarchs, full of threats and implications. Another tense conversation between the character and his lover. And the character who had bonded the Fledgling takes her and flees to a bolthole, but the session ends with the Primogen confronting them there.
As you can see, by this time, virtually everything that is happening is a result of player choices and less is a direct result of me creating a plot point. Things are more complex, with members of the Coterie all moving in different directions, with different priorities - there were a lot of short scenes with intense conversations. My preparation for this session was almost entirely thinking about motivations and potential reactions of the SPCs.
Next Steps
I recommend taking a look at an Actual Play - I recommend Private Nightmares or LA By Night as great flavourful Actual Plays.
I have a lot of mechanical information and advice on this site, as well. I'd start
here for all players and
here for Storytellers in particular.