First published in 1991 and currently in its fifth edition, Vampire: The Masquerade is a game about the Kindred - which is how the undead refer to themselves.
Vampires have a human soul but an atavistic, ever-hungry Beast inside of them. Their heightened emotions and extreme needs make them predatory and competitive. Balancing the pangs of hunger against the dictates of their conscience often leaves them deeply conflicted and tending to extremes.
Desperately in need of company for solace and survival, while also deeply self-centred and ruthless, the Kindred tend to create complex social networks, such as clans (their heritage), sects (their beliefs), and coteries (their ersatz-families), that are in almost constant rivalry with each other, often creating conflicts of interest and loyalty.
Vampires move unseen among the masses of humanity, even as they feed on them and recruit some as their half-mortal servants (called ghouls) or undead progeny. They invest a lot of effort into appearing human and leading double lives, so as not to awaken suspicion.
Because, even as they fight shadow wars with each other, what they all fear most is a resurgence of human awareness of their kind. Kindred hubris once almost led to the extinction of all vampires. Barely having survived that last catastrophe, vampires are acutely aware that even with all their supernatural gifts and hidden influence they would be helpless against the advantages of modern technology.
Part morality play, part deconstructive power fantasy, the game is set against the backdrop of the World of Darkness, an urban Gothic version of our present reality, in which supernatural plots have caused or been a result of events ripped from religious sources, myths and legends, history books or current headlines.
The setting has a deep and convoluted lore with strong undertones of cycles of creation, conflict, and destruction, that serve as analogies to many real-life issues. It has a strong end-times feeling, using the concept of Gehenna, a vampire apocalypse, to create a general atmosphere of foreboding and doom, even as it centres personal choices in the struggle for survival and the search for meaning.