The Camarilla is an international social organization sanctioned by White Wolf, Inc. which revolves around the gothic-horror genre set in White Wolf's World of Darkness. We are world-renown for our continuous live action role-playing (LARP) game that spans over a dozen countries on five continents.
But the Camarilla is more than a live action role playing club - we are committed to member involvement and host numerous activities to encourage members with interests in the gothic-horror genre to socialize in a dynamic and creative atmosphere. We publish members' literature and art, sponsor convention events, host parties and much more.
Our global LARP has over 5,000 members contributing to an international chronicle, with each member portraying their persona and interacting with other members in small or large groups. Because the Camarilla encourages creativity and socializing, many members' fictional personas have rich backgrounds that tie in with other personas across the world. Members' character histories are woven into the Camarilla's in-game history, allowing for rich, complex characters that have many connections with other character even before the games begin!
The Camarilla was founded in 1992 after White Wolf had released only the first of its table top games Vampire: TheMasquerade. Using the structure of the game, The Camarilla's goal was to provide an organized vampire fan club that offered members the opportunity to enmesh themselves into a world of fantasy and "make believe." With White Wolf's release of the Mind's Eye Theatre product line, the club has grown to include nearly all types of gothic-horror genre enthusiasts. Both in the fictional and real settings, the Camarilla has grown in depth and dynamics. As the club has diversified, its has become a living, breathing culture supporting many activities including a world-wide game with all the complexity and intricacy of the societies from the World of Darkness! Within the global LARP, we encourage focus on the tragic and political aspects of the society, de-emphasizing the negative aspects commonly associated with the fictional creatures we portray.
Live Action Role Play, usually abbreviated as "LARP," is an extension of the more common table top role-playing game. LARP is quite different from table top gaming and is best described as improvisational theater - a play where you are an actor who creates the script of the story by taking actions and making presentations. Because of its theatrical nature, LARP is accessible to a much larger audience than many role-playing games. Players need to know far less about the rules and mechanics of the game, though they must be more willing to become an actor and present the embodiment of the character they are trying to portray. Our most successful actors are those that can present intimidation, fear, or pleasure simply with their tone of voice or facial expression. It is a stimulating challenge for every level of player, with little to no preparatory experience required. The most embellished characters, however, do require a fuller understanding of the backdrop of White Wolf's World of Darkness. Reading related material helps all participants flesh out their characters, making them more than a simple description but a full multidimensional figure existing in this culture. The details of these fictional societies and atmosphere can be gained from the White Wolf source books (sold at most comic, gaming, and hobby stores).
The world our characters inhabit is dark, gothic, mysterious, and full of hidden horrors and the unknown. It is not the world we see around us but one more threatening and alluring. White Wolf material names and describes this world as the World of Darkness. It is a world where magic still works, where powers beyond the mundane and unknown to human kind dwell. It is the world of politicking vampires, fierce werewolves, willworking mages, and other creatures that bump in the night, and it is filled with dark and dangerous forces that both tempt and threaten our characters. The World of Darkness material offers a rich tapestry of writings and backgrounds to enthuse all who wish to challenge themselves and explore their creativity and resourcefulness.
New members introducing a character to the global game generally start with a character created using White Wolf's Mind's Eye Theatre materials. Characters advance through the accumulation of experience points awarded for game participation. Service to the club and participation in our charity works is rewarded through a bonus of experience points as well. Both reward systems are not based on time but on participation and organizational support and is equally available to all members.
Participation comes in many forms. Most members will interact with their local domain or gaming group. Beyond this, the Camarilla hosts events at many conventions world wide. Members can also use the post or the Camarilla's electronic forums to supplement the live action chronicle. The Camarilla maintains hundreds of e-mail lists to support both in-character and out-of-character interaction.
Many people ask, "Why should I pay to join a role-playing club when I can play for free?". More than simply a packet of introductory material, we offer an interactive, coherent and enduring network of enthusiasts. Most significantly we offer the opportunity to plug into an entire player-character populated world-wide culture, immensely larger than what one single game or local chronicle can offer. We offer a network of friends and contacts who are ready to accommodate you when you visit their cities. Imagine taking the character you play in Ohio and seamlessly introducing him to a game in Oregon - a game that is part of the same chronicle as the one you played in Ohio. Its exhilarating! Where local chronicles come and go, the Camarilla remains as a national support structure that outlasts the whimsies of a single person or group. We are flexible and try to accommodate as much independence at the local level as possible but also encourage enough consistency to allow a balanced chronicle throughout the organization.
Discretion is advised. The themes, issues, and atmosphere in this organization may be disturbing to some and distasteful to others. We do not intend to offend, but our use of the fictional creatures as metaphors and as a creative focus may be misconstrued so, to be absolutely clear, WE DO NOT BELIEVE THAT THE FICTIONAL CREATURES WE PORTRAY ARE REAL! The extent to which these creatures may be said to exist is revealed only in what we learn about the human condition, and of the fragility and splendor which we call life.
No one under the age of 18 may join unless their parent or guardian is a participating member. The club shall be open to all adults without regard to race, creed, gender, sexual orientation, or physical handicap. This organization does not condone acts or the practice of vampirism.
The Camarilla is recognized as White Wolf's Official Vampire Fan Club.
Check out White Wolf's webpage at http://www.white-wolf.com.
The US Camarilla
http://www.camarilla.us
(This wonderful introduction was originally borrowed with permission from the Tacoma domain web site and then updated)