A cooperative browser game for Vampire: The Masquerade — built to turn personal Kindred stories into a living network of local and international LARP communities.
Every city already has its Kindred — an established hierarchy, a handful of Clans, old debts and older grudges. You arrive with nothing but the Blood and a name no one recognizes yet. Kindred Network is, first, a personal Vampire RPG: you build your Requiem, make your name, and get emotionally invested in a story that is entirely your own.
Then it stops being only yours. Certain quests can't be finished alone — and the factions around you always need new blood to grow their influence. Both sides have a reason to reach out.
No social tab. No friend requests. The core loop of the game is the social graph — every quest that outgrows your own strength is an invitation to meet someone.
Your story hits a wall.
A quest needs more than you alone can offer — muscle, standing, a skill you never learned.
You search the domain.
The city answers with signs of Kindred activity nearby — NPCs, other players, faction contacts.
You choose who to approach.
And how: persuade, bargain, manipulate, threaten, cooperate — the Masquerade rewards all of it differently.
You run the quest together.
In-fiction, you can be rivals tonight and allies tomorrow. The conflict stays in the story.
A relationship is left behind.
Your characters now share a history. Future quests — and future players — inherit it.
Two players can have their Kindred locked in bitter political rivalry while, as people, they're building a story together neither could have written alone.
Kindred Network is designed to scale outward on its own terms — no tier is forced, each grows out of the one before it.
Your Vampire, your Requiem. A personal story worth getting attached to, playable solo from night one.
Your domain. You become part of a geographically real Kindred community — your city's Clans, your city's politics.
Beyond your city. You travel, build alliances, and get pulled into stories bigger than one domain.
Across borders. Your network reaches players in other countries, languages and troupes — connected by the same Blood, not the same tongue.
Off screen. Friendships, visits, shared LARPs and conventions — the relationships outlive the session.
"This game became something that connected people across regions, countries, languages, backgrounds and even political standpoints. They became friends, visited each other, and were pulled into events and stories larger than any one domain — forming memories that outlived the game itself."
— the five-years-later answer, and the actual reason this is being builtKindred Network isn't trying to replace your table or your troupe — it's trying to widen the map. A local domain here can talk to a local domain three borders away. The relationships that start on a screen are built to survive being followed into a real Elysium, a real convention, a real night.
By invitation, in small numbers, city by city. If your troupe, chronicle, or local VTM scene wants in early — international scenes especially welcome — the city is always looking for new blood.