or they don't care. I don't like my [characters] to be standing around as if their lives begin when the character starts talking to them and end when the player leaves. Single-purpose characters needed a distinctive personality trait to quickly establish them with the player, rather than serving as a disposable item, while major characters had to reflect the player's progression and actions through the game. Mitsoda wrote the characters by thinking about whom each character was, assigning them motivations determining why they were where they were, what they thought about the player, and what they wanted from them. Following a suggestion by fellow writer Chad Moore, the Malkavian player character has a dialog script distinct from that of the other eight clans; Mitsoda said it was one of the simpler aspects of the development cycle. He wrote the Malkavian script last, with time running out on development, and the overwork and lack of sleep contributed to what Mitsoda considered an unhealthy state of mind, ideal for writing insane dialog. He wanted to highlight their madness without making it comical. Since the story is set during the Camarilla's takeover of Los Angeles, the team simplified the plot by only allowing the player to belong to one of the LA-based clans. Design Troika co-founder Jason Anderson's research on Vampire: The Masquerade source material and fansites found that the game's main attraction was character interaction and involvement in the vampire societies, not statistics and powers. Troika tried to remain faithful to the pen-and-paper role-playing game, hoping not to alienate the game's fans, but rules designed for multiple players did not translate well to single-player computer game design. The team attempted to discover which elements could work equally well in pen-and-paper and computer games. However, although much of the character system and attributes were translated, not all the attributes (such as "knowledge of law") made sense in the computer game. Of 30 pen-and-paper abilities, 15 reached the final design. Another difficult area was feats. Although common feats worked well, with a random chance of success or failure, uncommon ones would appear to fail more often. To avoid this, randomization was replaced by a degree of difficulty in accomplishing the feat. Although pen-and-paper falling damage is random, the computer game bases damage on the distance of the fall. The team's biggest challenge was adapting disciplines. The pen-and-paper version may require a little blood that