Not familiar with choice of games, being entirely tex-basedt is a fine/capable medium for translating ttrpgs of course :)
As for how apt the translation, my questions would revolve around:
When you choose a character/clan does it give you stats/ratings for their strengths and weaknesses (or is it "just" qualitative)? Does it tell you how many dots you have for the various story choices you're prompted to make? Does it regularly use game-mechanical terminology to frame choices?
i.e. Does it reference "Discipline"s and "Abilities" and things through the text storytelling and how good your particular character is at them? Does it infer how your character would perform in a situation based on how the dice system or how the diceless mechanics of the game work (Willpower, Background ratings, etc)?
"You could use your Celerity 3 to get the drop on them, devastating then with a hail of bullets before they even know what hit them?
OR
You could use your Obfuscate 2 to fade into the background and disappear without them even knowing you were ever there?
Stuff like that's an ok start, I guess, and could arm you/prepare you with some concepts at least.
But there's lots of important gameplay dynamics that usually drive the narrative in a vampire chronicle. Like Blood Pool and Willpower not to mention Health. Does it mention your characters Nature or Demeanor? How does it determine when you need to feed?
Not to mention narrative dynamics (Status, boons, etc).
That story you link in particular seems to be very action oriented also, driving and escaping or hiding or turning and fighting.
That's certainly one way to play VtM, and it's even commonly where chronicles will often naturally develop over time as the situation simmers into a boil, for a time at least.
But the setting itself to me at least is very cerebral and social and political, which imo is important to capture to understand what the Masquerade is all about.
All that said, WoD fans tend to be very passionate and capable narrators. And I have no doubt they did their great to capture the spirit of the setting and game.