Anything they know can only come from their elders, or be learned from hard earned experience. There's no books detailing this knowledge, no kindly elder anarchs will to share information, and not even other Clans they can bargain with. In the modern day, a sire will most likely fill in their childe with as much information as they can, to better arm them for the struggle to come. In the Long Night, the childes ignorance is key to keeping them in line, and there is no benefit to telling them more than they need to know.
Well, the most obvious would be a Lords of the City Chronicle, with a bit Agents of the Prince...er, Elder. The players most likely have their own corner of the land, and need to develop and protect it. The same threats in a "normal" game still apply--mortal violence and criminals, other supernaturals (Lupines in particular) need to be dealt with, Hunters are still a concern, of course. And you're inevitable going to step on the toes of your "family."
While there are only a few vampires in the Long Night city, their relationships are still an issue. In fact, the tangled emotions and tensions between this brood will most likely be the backbone of any such Chronicle. Generally, no one is trying to kill each other. At worst, they'll torpor you and hope you learn your lesson. Everyone is loyal to the Elder, and jockeying for his favor is a major element of the game. Just uncovering what you need to do to please him could be a challenge in and of itself. The Elder is effectively the Prince, Primogen, Harpy, Scourge, and Keeper of Elysium all rolled into one. The big difference is the scope of time in such a game. Unlike a "night by night" game where there is constant action and intrigue, the Long Night unfolds gradually, over centuries. Decades may pass between sessions, as all involved settle into their routine.
Of course, there's a second kind of monotony when everyone is related. The primary way to run this would be as a Single Clan game. Almost all the characters (both PC and NPC) are the same Clan, and other than a few stragglers, that's all the players ever know. This can work, especially for when the times change and they need to deal with other disciplines and other flaws. But, its possible players won't be content with this setup. Players like having their niches, and while a Single Clan can work fine for a single player, or even two, it might not be as satisfying for three or more.
So, the alternative is get rid of Clans entirely. Or, at least, the Clans as we understand them. Instead, it's all about bloodline. The way it could work is that any given vampire could sire one of a different "Clan," so long as they have at least one Discipline in common. So, if the Elder is a Ventrue, he can sire three childer--Brujah (Presence), Gangrel (Fortitude), and Malkavian (Dominate/Dementia, depending on concept). Those Childer could then produce, respectively, Toreador (Celerity), Nosferatu (Animialism) or Lasombra (Dominate). By such methods, almost any Clan can be generated.
|Ok, so...you're all related...|
|This is what free thinking|
Finally, this is not the modern day. Obedience and service are virtues, not insults. Everyone, from the lowliest serf to the most powerful King serves someone else, and it is your responsibility to obey, not to question. It does not matter if your lord is "good" or "right" for it is the will of God that places him above you, and to defy your master is to defy the dictates of God himself. If there is a Road, it is Gods plan that vampires follow that Road; after all, even a Road such as Sin tells the Vampire what his obligations are in the grand Divine Plan.
As such, the players are inherently disposable. They will be the ones sent to deal with the Werewolves, or the hunters, or any other threat. They will receive the worst territory, and still be expected to support themselves as well as provide appropriate gifts and tribute to their betters. And when, after decades of work, the turn the collection of tanning hovels into a vibrant community and have risked their unlives a dozen times, they still have no claim on anything. When the Elder embraces some new Childe, and that Childe demands their territory or their service, they are to give it, and gladly. They are, after all, of the 3rd Generation, and she is of the 2nd.
But the time is coming soon when the undead would learn what true fear really was, and then the whole world would tremble.