I was going to bring this up, but also say that I've played in Vampire campaigns that had over 30 vampires living in a small town (you NEEDto have more than one vampire for EVERY clan possible, right?

). And there were also werewolves, mages and even a couple of other creatures of the night...
I think the "problem" was that the storyteller didn't realize that unlike a D&D game, where you travel a lot around the world and beyond - wich gives you the chance to meet the most exotic of races and cultures -, most white wolf campaigns take place inside the boundaries of a single town or state.
But that wasn't just a WW problem. We are always running the risk of cramming everything we have in the bookshelf into a confined space: betwen homebrew and plublished material and rotating gamemasters and new Monster Manuals, there are so many good ideas and plot hooks and interesting races and classes, how can you leave anyone out or put them in a kingdom far far away? What if you need it for next session?