I was always fascinated by what made people believe so strongly when I didn't seem to believe at all.Talking about that theme, the power of belief, fueled the second half of Vampire game design." 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.Other tropes or weaknesses are described as mere legends or superstitions, such as a vampire's victim becoming a vampire simply from a bite; though in the first edition of the game it was possible, that changed in subsequent editions.Though they are typically not repulsed by garlic or holy symbols, there is a system of merits and flaws that can affect characters in this way, though they are not animated by some demonic spirit according to in-game lore.
Vampires in the World of Darkness make use of several familiar tropes of vampires in myth and legend such as immortality and a powerful thirst for blood.
For example, to land a punch, the character's dexterity and brawl skill are combined.
The resulting number is the number of dice rolled to perform the task.
This system was a boon for narrative style of play that emphasized story over mechanics, as it was easy for new players to quickly grasp, but often provided unexpected results, such as a higher skilled character being more likely to fumble.
The game uses the cursed, immortal vampiric condition as a backdrop to explore themes of morality, depravity, the human condition (or appreciation of the human condition in its absence), salvation, and personal horror.