I tried playing Vampire: The Masquerade for a couple months, but it didn't really work out. This is not due to the system itself, but rather due to the fact that it was being run by the guy I refer to as "The Plot Bomb" in the D&D Character Story thread. He freely admitted that he ran the game just to take his frustrations out on us, and the impossible opposition got old after a while. Maybe it's just the Atlantic County area, but everyone I've met around my way who runs a Vampire campaign is an utter jerk.
Still, there was much I liked from World of Darkness, although I saw some inconsistencies that irked me. I mean, the Vampires are terrified that Gehenna is coming, the Werewolves are terrified that the Apocalypse is coming, the Wraiths are terrified that the Oblivion is coming, the Mages are actively seeking to bring about the Ascension, and the Faeries and Mummies and Hunters are... doing whatever it is that they do to prevent or cause their personal supernatural crisis events, Risen Demons and Fallen Angels have apparently just joined the mix, and (unofficially on the Web, of course) the Immortals are competing for the Prize in the Gathering.
Now, do you really mean to tell me that everybody's soiling their trousers with worry over a dangerously imminent paranormal Armageddon, and after being aware of one another's existence for uncounted centuries, not one of these groups has thought to compare notes with any others with an eye to preparing for it? Well, that was my character's goal: To make contacts among the other Creatures of the Night, intending to build an alliance capable of saving the world from the coming End of Days, a sort of Occult Justice League if you will.
Picture Kevin "Silent Bob" Smith as a vampire, and you've got my character, Warren Morrison. He was a comic book writer & artist Embraced by a fan from Clan Toreador who wanted to preserve his talent for the ages. After the initial shock wore off, he came to a realization that helped him keep a better grip on his humanity. "All these other vampires make their big mistake by obsessing over being dead for eternity, and about everything they've lost, and they can't help but go nuts because of that." Looking at the matter from his perspective in comic books, he hit on an idea: "I'm still the same person I was before, only now I have powers and abilities far beyond those of mortal men. I'm faster, I'm stronger, bullets won't kill me... Yeah, I've got weaknesses, but hey, Superman has Kryptonite, I've got sunlight. I can work around it." And so, getting himself a mask and a grappling hook, he decided to become a superhero, prowling L.A. by night and protecting the innocent, alongside his best friend Tom (my brother's character, best described as Laurence Fishburne as a vampire Shaft). At least, that was the plan, since our Storyteller was really only interested in throwing waves of Sabbat and Pentex goons at us and yanking our franklins over pointless clues.
Still, I'm intrigued by the idea of monsters as the good guys, banding together for mutual support. If there was a way to run it without all the pop-angst, nihilism, and petty backstabbing, I probably would play it again. Since the only other guy running it in my area assured me that all the pop-angst, nihilism, and petty backstabbing are vital components of the experience, I think I'll just stick to borrowing a few concepts, stirring in some of the Cabal from GURPS Horror and the Companions of Horus from Dark*Matter, and attempting to homebrew something for later.