Kindred Network
IN DEVELOPMENT — DOMAINS OPENING SOON

Your Requiem
begins alone.
It won't stay that way.

A cooperative browser game for Vampire: The Masquerade — built to turn personal Kindred stories into a living network of local and international LARP communities.

YOUR DOMAIN BERLIN WARSAW VIENNA PRAGUE STOCKHOLM KYIV BUDAPEST LONDON
FIG. 1 — DOMAIN CONNECTIVITY, ILLUSTRATIVE EVERY NODE STARTS AS SOMEONE'S FIRST NIGHT

The premise

File 01

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.

How it works

File 02

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.

  1. 1

    Your story hits a wall.

    A quest needs more than you alone can offer — muscle, standing, a skill you never learned.

  2. 2

    You search the domain.

    The city answers with signs of Kindred activity nearby — NPCs, other players, faction contacts.

  3. 3

    You choose who to approach.

    And how: persuade, bargain, manipulate, threaten, cooperate — the Masquerade rewards all of it differently.

  4. 4

    You run the quest together.

    In-fiction, you can be rivals tonight and allies tomorrow. The conflict stays in the story.

  5. 5

    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.

Where it leads

File 03

Kindred Network is designed to scale outward on its own terms — no tier is forced, each grows out of the one before it.

01 — Individual

Your Vampire, your Requiem. A personal story worth getting attached to, playable solo from night one.

02 — Local

Your domain. You become part of a geographically real Kindred community — your city's Clans, your city's politics.

03 — Regional / National

Beyond your city. You travel, build alliances, and get pulled into stories bigger than one domain.

04 — Global

Across borders. Your network reaches players in other countries, languages and troupes — connected by the same Blood, not the same tongue.

05 — Real world

Off screen. Friendships, visits, shared LARPs and conventions — the relationships outlive the session.

Why this exists

File 04

"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 built
MY CHARACTER LOCAL COMMUNITY MY CITY OTHER CITIES GLOBAL NETWORK

For the LARP community

File 05

Kindred 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.

File 06 — Join the domain

The first domains open quietly.

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.

Reach out via [ your email / Discord — add here ] to be notified when your domain opens.