rather than dominated by mechanics, with decisions impacting outcomes and where even failure leads to good stories. In the beginning of the partnership, Marquis pitched a lot of different games, including a hardboiled Mummy: The Resurrection adaptation where the player investigates serial killers by assuming the form of their favored type of victims, and a few Vampire: The Masquerade ideas including one where the player controls an elder vampire defending their backwoods domain in Maine and one about an occult treasure hunter; Paradox liked the courier idea that was eventually used for Night Road, and adapted its core concept for their Vampire: The Masquerade web series Vein Pursuit. Marquis described Paradox as very accepting of eccentricities in his story pitches; he ended up playing the story "pretty straight" when the player is in their base of operations, but getting "weird" with it in the desert, where vampires do not need to worry as much about being found out. Paradox would also answer questions about the setting, such as whether there was anything to keep in mind while writing about a specific location or whether there was anything in the way of picking up story threads from early Vampire: The Masquerade material. Production Producing the games within the given time constraints was a challenge, as the developers had to handle not only game design and writing a story, but also managing World of Darkness lore. In adapting the tabletop game to an interactive fiction game format, the writers took different approaches: Marquis adhered closely to the tabletop game's mechanics, intending to replicate the experience of playing the tabletop game rather than a Choose Your Own Adventure book, including using the tabletop game system of dots on the Night Road character statistics page; Dattilo, meanwhile, used a more loose interpretation of the mechanics for Out for Blood. In either case, some compromises had to be done for game balance, for example with the vampire clan banes, whose effects had to be tweaked while ensuring they still feel substantial; Marquis also noted that he was unable to include two vampire clans from the tabletop game: Nosferatu, as their appearance would make them unable to work as couriers without revealing themselves as vampires, and Malkavian, as it would have required all dialogue in the game to be rewritten for them in "delusion speak", as had been done in the earlier game Vampire: The Masquerade