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In 1990, three people were driving through Gary, Indiana on their way to Gen Con. One of them was looking out the window at that grey, industrial city and — in that moment — conceived of a game. A game where you played a creature of the night, haunted by your own hunger, struggling to hold on to your humanity. A game about being the monster.
That person was Mark Rein-Hagen, and that game became Vampire: The Masquerade.
What he put into motion in 1991 was not just a roleplaying game. It was a cultural phenomenon. Vampire: The Masquerade didn't just change the RPG industry — it created an entirely new audience for it. A generation of players who had never touched a d20 in their lives, who were drawn in by the gothic atmosphere, the personal horror, the political intrigue, the idea that power has a price and that price is your soul. In Italy, as in much of Europe, Vampire didn't just sell well — it became the RPG. It shaped an entire scene. It gave a generation their first experience of collaborative storytelling.
Mark Rein-Hagen had already done something remarkable before Vampire. Together with Jonathan Tweet, he co-designed Ars Magica in 1987 — one of the first roleplaying games to take narrative seriously, to treat the table as a troupe and the world as a shared creative project. That sensibility carried through everything he built at White Wolf: Werewolf: The Apocalypse, Wraith: The Oblivion, Changeling: The Dreaming — each game a different facet of a single, coherent, deeply personal vision of a world where darkness lives just beneath the surface.
After leaving White Wolf in 2007, after years in Hollywood, after living for a time in the Republic of Georgia, he is now building something new. FangKnight — a new vampire RPG in his new world of Lostlorn — is in open playtest. The creator is still creating.
Today we have the privilege of talking to the man who taught a generation that it's more interesting to be the monster than to fight it.
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