White Wolf's New World of Darkness

_____Mind's Eye Theater Live Action Role Play_____

"A World of Darkness

It's never very far away.
You can glimpse it shifting in the shadows,
Hear it whispering in the static on the radio,
Feel its presence in every nightmare and every creeping feeling across the back of your neck

A world so very like our own,
Where sinister societies and ancient horrors cloak themselves in modern disguises,
And every truth uncovered reveals only a deeper mystery lurking beneath.

The Shadows call —- will you answer?"

-MET World of Darkness

Welcome to the Camarilla! We are an international gaming organization dedicated to the enjoyment of White Wolf's World of Darkness. We support a global live-action roleplaying chronicle as well as social events, community service, and charity fundraising.
Becoming a member of the Camarilla gives you access to the largest and best World of Darkness chronicle in the world. You will be able to play your favorite games with thousands of other club members, meet new friends and get exclusive sneak peaks and other perks from White Wolf. All memberships are processed through White Wolf's online store.

What Is The World Of Darkness?

We can't know when humans first started telling stories, or why. But it's a safe bet that the first tale tellers used their craft to explain the mysteries going on around them. Indeed, some of the most ancient stories that are still told today grapple with the biggest mysteries of all — life, death, creation, redemption and the ongoing struggle of good versus evil. The World Of Darkness is a Storytelling game, because it's an opportunity for you to participate in the deeply human endeavor of telling stories.

The stories told in this game are set in the World of Darkness. It's a place very much like our world, sharing the same history, culture and geography. Superficially, most people in this fictional world live the same lives we do. They eat the same food, wear the same clothes, and waste time watching the same stupid TV shows. And yet, in the World of Darkness, shadows are deeper, nights are darker, fog is thicker. If, in our world, a neighborhood has a rundown house that gives people the creeps, in the World of Darkness, that house emits strange sighs on certain nights of the year, and seems to have a human face when seen from the corner of one's eye. Or so some neighbors say. In our world, there are urban legends. In the World of Darkness, there are urban legends whispered into the ears of autistic children by invisible spiders.

The Elements of Stylish Horror
The World of Darkness book presents rules for playing a type of roleplaying game called Storytelling. In this type of game, the traditional elements of a story — theme, mood, plot and character — are more important than the rules themselves. The rules serve to help you tell stories about your characters in an interactive experience. They help prevent arguments and provide a solid basis for handling elements of chance, but they don't overshadow the story itself. The triumphs and tragedies of your characters as they try to survive and even thrive in the World of Darkness are the main focus, not dice rolls or lists of traits.

Storytelling games involve at least two, although preferably four or more players. Everybody involved in the game participates in telling a group story — the players create and act out the roles of their characters, and the Storyteller creates and reveals the plot, introducing allies and antagonists with which the players' characters interact. The players' choices throughout the course of the Storytelling experience alter the plot. The Storyteller's job isn't to defend his story from any attempt to change it, but to help create the story as events unfold, reacting to the players' choices and weaving them into a greater whole, introducing secondary characters and exotic settings. In order to play the supernatural creatures that inhabit The World of Darkness, you must purchase a companion book such as Vampire: The Requiem.

What Is Vampire: The Requiem?
Vampires: blood-drinking creatures of the night. Horrors born of darkness, whose sole purpose in life - unlife, actually - is to slake their unholy thirst on the blood of the living. Without doubt, vampires are monsters.

Monsters, though, need not always be unthinking, unfeeling terrors empty of remorse, or even compassion or other human traits. Indeed, vampires can exceed their deathless curse, themselves becoming antiheroes or even heroes.

Then again, some vampires truly remain monsters.

This is the purpose of Vampire: The Requiem. It is a Modern Gothic Storytelling game, a roleplaying game that allows you to build chronicles that explore morality through the metaphor of vampirism. In Vampire, you “play the monster,” and what you do as that monster both makes for an interesting story and might even teach you a little about your own values and those of your fellows.

What is a roleplaying game you may ask? A roleplaying game is a group oriented activity (usually 4-6 people) wherein players assume the roles of characters and act out those parts during stories presented to them by a "Storyteller". The Storyteller will make up fictional events and players react to those events while sitting around a table. In the case of Vampire: The Requiem you play supernatural creatures of the night with dark powers, an elaborate hidden social/political structure and as unquenchable thirst for blood.

The Benefits of Membership

Once you have become a member, your next stop should be the Camarilla's Getting Started page. There you'll find information on hooking up with your local Camarilla chapter and with the club as a whole, as well as details on all the benefits of your membership. These include:

* A membership card that serves as your passport into the largest, most integrated society of World of Darkness fans in the world.
* Access to exclusive Camarilla publications like the Epitaph newsletter and exclusive official Mind's Eye Theater rules conversions for the latest supplements.
* The ability to register your live-action characters with the Camarilla and play them in the long-term, continuous, global chronicle
* Use of the Camarilla's online character database to store and develop your character without fear of losing character sheets or forgetting how you spent experience points.
* The ability to attend thousands of members-only events across the globe, including local sanctioned games, regional events, and huge events like the International Camarilla Conclave - not to mention countless social get-togethers.
* Membership in your local chapter or domain, or organizational support from White Wolf and the Camarilla to build a new chapter in your area if one does not already exist.
* Access to hundreds of e-mail lists, IRC channels , websites, and other Internet tools.
* Access to Camarilla-sponsored training programs to improve skills such as character development, acting, organizing charity events, management and so forth.

(Certain Eligibilty Requirements must be met. See Disclaimers page)

Organization of the Camarilla
The Camarilla is a global organization that lives and breathes on the local level, so we’ll start locally. The key organization units are as follows:

•Chapter: The smallest group in the Camarilla, a chapter is a group of members who have gathered to play together in one or more venues. Independent chapters are for groups that form in an area without an established Camarilla domain and report directly to the regional coordinator or Storyteller. Other chapters are divisions of large domains. Each chapter elects a chapter coordinator and a venue Storyteller for each venue they want to participate in; these officers report to their domain coordinator and domain Storyteller.

• Domain: The next step up, domains are slightly larger in geographic area and membership numbers than chapters. Most domains regroup several chapters in the same geographic area, but some have no sub-divisions and are essentially especially large chapters. All Camarilla members who reside within the geographic boundaries of a domain (a city or other distinct region) are members of that domain. Each domain elects a domain coordinator and a domain Storyteller. These officers oversee the coordinators and venue Storytellers of any chapters in the domain, and report to the regional coordinator and Storyteller.

• Region: The United States is divided into eight geographic regions which regroup all the domains and independent chapters (and members) in these areas. The domain coordinators and Storytellers in a region elect a regional coordinator and regional Storyteller. Regional officers report to the national coordinator and Storyteller.

• Nation: The Camarilla is made up of a series of affiliate nations, each of which has a national coordinator and national Storyteller who oversee club activities in their country. National officers report to the global office. In the United States, the national coordinator and national Storyteller are elected by the regional officers.

• Global: Overall oversight of the Camarilla and its chronicles falls to the global officers, who are appointed in consultation with all affiliate nations. The Camarilla’s Club Director oversees all coordinator activities while the Master Storyteller does the same for the chronicles.

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