One of the things which I think White Wolf and their successors in Onyx Path were actually quite good at, when they put their minds to it, was in providing interesting alternate modes of play in their various games through supplements. When they were at their best, a core World of Darkness rulebook would offer a strongly-defined default mode of play (or a selection of such modes in the case of the 20th Anniversary bricks) and then use supplements to open up interesting alternate possibilities, offering Storytellers a brace of new ideas and players suitable character generation guidance and support to make PCs who would engage with those ideas.
This was not just commercially sensible – though it does mean many of their books could appeal to player and Storyteller alike, which can’t have hurt. By approaching the product line in this way, at their best White Wolf made sure to give a clear answer to the old “but what do we actually do with this?” question, and I would go so far as to say that the weakest game lines were consistently those which did the worst job of handling that question.
The iconic example of this sort of thing is, of course, The Hunters Hunted and its V20 sequel, flipping Vampire on its head to let you play human vampire hunters going after bloodsuckers. Arguably the various guides to the Sabbat or the Anarchs also qualified, since they provided alternatives to the assumed Camarilla focus of the pre-V20 core books. For this article, I am going to look at a brace of other examples of this sort of thing in the Vampire: the Masquerade line, the first one from its early run and the latter two from the V20 line.