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I want to make my own alternative to the classic VtM setting. What parts should I learn from? What parts should I cut to don't commit the same mistakes they made?
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>>97172788
How about you read it first.
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>I want to do something creative
>give me step by step instructions
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>>97172788
Many may not realize it but classic VtM already offers you the ability to make your own alternative by house ruling stuff. Crazy, right? What's even crazier is that this is the reason why straight getting rid of the meta-plot in v5 was such a crime. Instead of "here's stuff you don't need to use" you have "here's nothing but make up your stuff if you want ig".

For a real answer, we should need to know what your goal is, since telling you what to cut would be MY preference not yours.
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>>97172788
In very broad strokes, VtM is adored for its world building rather than rules at this point. The rules were okay at the time as an alternative to dnd but aren't notably good or suited to the game's stated goals of political vampire drama.
So figure out what about the lore was captivating, both in specifics and the abstract, learn how to do that. Look at the rules, and rpg rules in general, to see what not to do and find games that have rules built around specific gameplay goals.
Vague but that's where you're at with the limited initial inputs.
The abstract for why the lore was so initially captivating was likely a bit of 90s goth genx lighting in a bottle, which you won't be able to imitate but mirroring with the current year horror resurgence might work out.
Having distinctive and good art instead of generic rpg art is key as well.



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