I am absolutely still looking. I probably will never stop looking, since I intend to sandbox this a bit. You guys will be under no obligation to be a coterie, but you will be united in some respect in service of the Camarilla. (In other words, expect Sabbat antagonists.)
I intend to type up abbreviated descriptions of the necessary bits you guys need to know in order to make characters for this and understand the setting, for those of you who do not have the source material yourself. I've played DnD extensively myself, and while the core element of using dice to determine success or failure holds true…that's about all that's similar between the two of them. Lemme run through a quick example of how stats work in VtM vs. DnD, just so you can see that.
In DnD, as you know, you roll a d20 and add whatever bonus you have from your character's stats to determine success or failure, depending on what the difficulty class of the task at hand is.
In VtM, you roll multiple d10s and compare each one individually against the difficulty of the task at hand. Each d10 that shows up equal or greater than the difficulty (standard difficulty is 6) grants you a success. The more successes you get, the better the end result. The number of d10s you roll is determined by your character's stats. You have "dots" in an Attribute. You have "dots" in an Ability (aka Skill). Add the "dots" together to determine how many d10s you roll.
It's possible to crit fail a roll in VtM like you can in DnD if you roll a bunch of 1s. 1s are bad. They subtract successes from your roll. If none of your d10s get a success on their own and you have at least one 1, you botch the roll. And a bad thing happens. (Or a fun thing, depending on how you look at it. Like the time my friend's Nosferatu botched a roll to Potence-jump a tall electric fence, and he ended up hitting the fence, getting electrocuted by it, then falling back on a tree branch, breaking the branch, and getting skewered by it on landing. Fun times…)