Paths of Enlightenment
Book of Camarilla LARP Paths of Enlightenment
by Tim Clancy, MCMXCIII-XVIII
Introduction
With the new release of Camarilla LARP rules supplement 4.7 and the movement to 5.0 soon thereafter, the Camarilla attempts to come closer in line with White Wolf’s published source material. This rich resource of the fantastic and fatalistic, the morose and the marvelous, forms the backdrop of the venues we play and the games we enjoy. However there are some subjects White “We Made the Tzmische Clanbook” Wolf won’t touch with a ten foot pole; these are the Paths of Enlightenment followed by their fan base, especially by members of the Camarilla organization. Any rabid fan-base of dispossessed dorks, gentrified geeks, and nihilistic nerds will give rise to self expression and personal philosophy, the Camarilla is no exception.
Culled from over six years of personal observation with numerous additional input by individuals with many additional years under their cumulative belts, the Camarilla Paths of Enlightenment should prove to be the definitive work on identifying the membership habits of our ever-growing organization. So take this tome along next time you head to a game, a coffee shop, or a chapter/domain meeting. See if you can pick out those who follow one of the seven paths, and look in the mirror to see what path you truly follow. Have you reached the plateau of perfection on your path which is represented by not sinning at any stage on the hierarchy of sins?
There are other, lesser, Paths of Enlightenment available to the Camarilla member, and many will come forward after this publication to push their own Hari-Krishna version of the truth. But the discriminating observer will realize that these are only offshoots of the main Paths listed below. So read on, and discover the previously forbidden knowledge which is the Camarilla Paths of Enlightenment.
* * *
Path Name: La Route Foncé du Fromage [The Road of Dark Cheese]
Nickname: Cheese-Heads, Fromagists, Nacho Players
If they were playing AD&D they would: Play anything from Unearthed Arcana combined with a Complete “Fighter/Thief/Wizard” Guide supplement and using Spelljammer technology just for starters…
Basic Beliefs
Be different and you are better. Be cool, and you are better still. Have something no one else has, and you are all. Foncé du Fromage followers believe in a transcendent state between cheese and role-playing, wherein the reek of bastardized concepts and abusive interpretations threatens the very fabric of reality within the game, but does not shatter it. Fromagists search constantly to find this state of bliss and park there like a SUV in a compact spot during lunch rush hour. Any path member can only expect to experience it no more than three or four times in a lifetime, but the pursuit is all. It is rumored that the Fromagists are behind the movement to adopt Mage rules, and that doing so would introduce everyone on the path into perpetual bliss, even at the cost of mass aneurysms amongst the ST’s.
Ethics
- Special approvals are your friend.
- It is better to loose with something strange, than win with something normal.
- Anything is possible, you just have to justify it well enough to your CST.
- Never reveal your character sheet, but brag about your character whenever possible.
- If its new or no one else has it, it is better.
- Disciplines and effects as written are boring, processed drivel for the consumption of the masses. A true follower seeks to expand the realm of possibility through interpretation and “it would work if” scenarios.
- OOC information is meant to get into the game, otherwise it wouldn’t be discussed.
History
Showing a very strong early support base since the Camarilla’s foundation, this group has now spread throughout the membership base. The days before reset were the “age of legends” for cheese heads. The reset to 4.0 hit them heavily, eliminating many avenues for transcendence through strict crossover rules. However, the reset basically amounted to the “rules clarification to end all rules clarifications” and there is no rules clarification a Fromagist can’t get around. Correspondingly they have bounced back strong and now can be found in nearly every domain.
Description of Followers
Fromagists can be of any group, though tend mostly to be found amongst uber-pubescent males and omni-delusional females of any age group. Strangely enough, many ACST’s got their first start as Fromagists, and secretly support the efforts of this path. One unifying identifier that all Fromagists share however is a thick wedge of sharp Tillamook cheddar hovering about them when their auras are viewed.
Common Abilities
- The five second special approval application.
- On the spot justification through contrivance and bubblegum logic.
- Advanced ability to find the cheese.
- Spontaneous epiphany of character knowledge that bear close resemblance to out of game information.
Preferred Disciplines
Cheese heads prefer those Disciplines which most threaten a ST’s ability to keep the game realistic, and also offer them unlimited interpretations. For this reason Visscitude, Temporis, Thaumartagy, or anything Cathayan are the Preferred Disciplines of choice for Fromagists.
Views on other Paths
MC Climbers — They seek the path to greater approval power, but once there, they know not what to use the CCP for. Emulate them, but remember that prestige is only a tool for transcendence, not an end goal.
Min/Maxers — Our brothers in arms along two similar paths. The Min/Maxer takes the rules and make them all powerful, we take the all powerful and cram them into the rules. Learn from them, and teach to them the glory of Fromage.
Lawyers without Borders — At times our allies, often our enemies. When rules are in your favor keep them by your side… but when transcendence demands “creativity” in interpretation these hard nosed strict constructionalists will hold you back. Their “clarification requests” on Rules circle have sacrificed more than one brother’s quest for bliss.
Elitists — The enemy! They look down their nose at us and we laugh at their relatively sparse character sheets. Keep a 3x5" handy when dealing with Elitists, they usually don’t know the rules and often walk away when confronted with the dark power of the cheese. Expose them to the heady odor of your abilities and watch them flee back to their independent movie theatres and bookstores.
Power of My Voice — An unfortunately required burden. The game which is the avenue of our bliss requires organization to support, allow these self absorbed fools to do the work while you reap the rewards. Attaching yourself to them early on can reward later with fat prestige paying Assistant titles that require little work.
Grievance Filers — Rarely an issue within our pursuit of bliss through the game. If one of these throws the Tome at you though, deflect it back to the CST approving your character.
Hierarchy of Sins
10. Playing a creature type that doesn’t require special approval.
9. Having less than three approval items on a character sheet.
8. Not being on Yagraff’s “to visit” list.
7. Going through an entire game without using OOC information.
6. Having less than eight status (Clan/Sect combined) at any time on any of your characters.
5. Succumbing to a “no” from a Storyteller without ten minutes of “justifying” your position.
4. Not having at least some item/relationship that adds to your traits, health, WP or effects on your character.
3. Not keeping up to date on the latest “revelations” of other Fromagists and bringing them into your game with a “but the DST of Moron-ville” approved it reasoning.
2. Not bringing in a Foncé Fromage approved plotline from one Domain to another.
1. Playing a mortal with no Numina, abilities, or powers… basically yourself.
* * *
Path Name: MC Climbers
Nickname: Prestige Whores, Pyramid Climbers, Gold Diggers
If they were playing AD&D they would: Wouldn’t play because the reports for their twenty-two Cam positions were all due in the same week.
Basic Beliefs
Personal worth is measured by one, and one thing only. Membership class. Prestige is the currency of the Membership Class. If you have more, you are better. Based on a dogmatic interpretation of fifteen hierarchical states of increasing emanations of power, MC Climbers fanatically apply themselves to increasing their prestige total, sacrificing time, money, friends and even a social life to do it.
Ethics
- No task is too small to claim prestige for.
- When confronted with a dilemma, trust the higher MC, they are correct.
- If you have a higher MC, you are right.
- National is the key to all things, followed shortly thereafter by List Moderation.
- Granted positions are not cheating, they are an equity loan on prestige to be earned.
- Hold multiple positions, three assistant jobs is far better than one actual job, unless that job has a granted MC.
History
Suffering under early and often restrictive rules of advancement requiring an actual position to be held for a year before advancement, the MC Climbers have benefited greatly with the new prestige system. Able to use “points” instead of actual productive work, MC Climbers can maximize their returns with less effort than earlier systems. As the possibility of multiple positions and duties opens up the door to prestige accumulation, and the overall monthly caps are removed, MC Climbers may increase in numbers dramatically.
Description of Followers
MC Climbers look like everyone else, they often hold normal jobs, live quietly within their communities, and get along well with members of the opposite sex. But underneath this placid demeanor is a raging whore of prestige pimping. No task is too small, too minute, to debasing to perform and not claim prestige. Monthly prestige reports pages long are finely edited before submission, looking for any last point to claim or last item to add. As intense as a rabid dog chasing down the steak tar-tar truck, MC Climbers have less of the socially redeeming qualities.
Common Abilities
- Multiple Early Renewals Each Year
- Pimp Prestige
- Excel 95/97 & SQL
Preferred Disciplines
Prestige whores don’t have Preferred Disciplines as a group… they often rarely get to play characters even, sacrificing game time to work desk duty, play NPC’s, or even ST. When they do play, MC Class Climbers compare social standing with the CCP total cost of their characters. The more approvals needed with CCP, the better.
Views on other Paths
Fromagists — What idiots! Who cares that your MC 3 nothing has a triple bladed warded sword of dark withering… every time you kill me I’m just going to come back with another MC12 character.
Min/Maxers — Like accountants, Min/Maxers can offer good advice on how best to use your new found wealth… er… prestige. If only they could focus their god given talents of Min/Maxing on prestige they would be unstoppable, but unfortunately they are concerned with accumulation of fictional power for self worth, unlike our prestige. However, they also don’t clutter our efforts to gain prestige with extra bodies.
Lawyers without Borders — They focus to much on the game! The game is subsidiary to the chase, the hunt, the elusive stalking of prestige through the steamy jungles of a sweat dripping miasma of the Camarilla. The rule of MC is the only rule of Law. They could save 150 pages if 4.5 only had one rule, “higher MC wins.”
Elitists — The more of these in any town the better. Elitists often refuse to dirty themselves with actual tasks, and there will be for you to earn prestige. Secure gaming sites that pander to their artsy fartsy needs and you’ll get bonus prestige. Coffeehouses with French names are always a good start.
Power of My Voice — The followers of this path can be dangerous, often competing for the same position. Appeal to their sense of leadership and sneak in to take the assistant job, but be watchful… in that scenario they decide your prestige.
Grievance Filers — Beware those who file a grievance against you. These whiners don’t realize that the path to glory occasionally is trod upon the heads of the meek… and the have the power to wield the ultimate weapon, the removal of an MC Class by disciplinary action. Kowtow to these radicals when possible while still climbing the ranks, soon enough your MC will be high enough that you can ignore their complaints with impunity.
Hierarchy of Sins
10. Not giving blood at least twice a month.
9. Letting someone else drive to another Domains game.
8. Being caught without your MC card or signed Prestige Log on you, even at non game events.
7. Maintain standards of personal associations (cleanliness, hygiene, ) which prevent you from offering your home up as a crash space or location for social activity.
6. Not taking every Ordeal as soon as it comes out.
5. Not attending a meeting where prestige is given just for showing up.
4. Submitting a prestige report without three categories maxed out or under 75 prestige total.
3. Not turning in a monthly report.
2. Accepting a position even though your Admin prestige is already maxed.
1. Losing an MC as result of a disciplinary procedure.
* * *
Path Name: Min/Maxer’s
Nickname: Twinks, Goobs, AD&D Players
If they were playing AD&D they would play: Tremere
Basic Beliefs
The Min/Maxer’s follow a zen path of perfection which leads the devoted follower to personal power and glory. A novice may only be able to make a “strong” character, but with diligent study the initiate can create an unbeatable combination of disciplines, merits, and ability re-tests. True bohdavistas, though rare, are legendary for their ability to make characters with any amount of points that will defeat characters five times their power in point value alone. Like the sound of water dropping in a pond reverberated across the mind, Twinks relentlessly pursue the exalted perfection of Min/Maxing, where the least amount of points produce the most powerful result. As the points increase, the power must increase exponentially.
Ethics
- Get more while using less.
- Waste in spending XP is as much a crime as undervaluing the power of things.
- Min/Max is valid at any level of power.
- Weakness is to be reviled, strength is all important.
- When facing another Min/Maxer, always compare the strength of your Kung Fu.
- Whether a character would “actually carry” something that adds more traits is less important than how many traits it adds.
- Always take the most flaw points, negative traits, and free lores you can without hurting your character in any perceivable way.
History
Originally pushed away from the Camarilla by the Elitists, and turned off by the actual cost of membership, Min/Maxers were few and far between in the Camarilla. However, those few early disciples paved the way for later followers, blazing a path in abusing the rules loopholes and clarifications to exact the most powerful characters possible. Early examples of the utility of Min/Maxing gained many followers to the path, and as the Camarilla became more prevalent and the rumor it was an easy place for geeks to get laid took hold, the converts from AD&D tabletop to the Camarilla LARP became fast and furious.
In the current LARP Min/Maxers have carved a respectable niche for themselves. Avoiding the perils of outright cheesisms followed by La Route Foncé de Fromage, and surviving the disdainful snarls of Elitists (many who don’t even know their own stats… blasphemy!) Min/Maxers have taken the middle road. They pull from the Foncé de Fromage when those individuals outgrow the fanatical need to be different, and they also occasionally gain members from the Lawyers without Borders, whose fundamental understanding of the rules builds a strong core for Min/Maxing philosophies.
About the only true setback to the Min/Maxer’s was the outlawing of the one shot kill, which for many years was a transcendental goal on the pursuit of perfection.
Description of Followers
Min/Maxers, originally thought of as only former AD&D nerds fighting a losing battle against the Cepholpodic Geo Ducks of Pacific Coast for least number of dates with the opposite sex during the eighties, has emerged as a potent force of late. Once the Camarilla legitimized nationwide the concept of self worth through character power in a live-action game, the Min/Maxers hit pay dirt.
Since those wean days of GeoDuck competition, the Min/Maxers have gained girlfriends, occasionally wives, and even in the rare case children. Min/Maxers program their children to gain the most benefit from personal flaws down the road as an adult, at least “game cost,” by giving them nightmares, making them intolerant of everything, raising them twisted and becoming infamous themselves. What end result this will have on the second generation of Min/Maxers is of course unknown but some welfare agencies have expressed concern.
Common Abilities
- Creating the MC1 instant kill character.
- Combining small loopholes and liberal amounts of KY Jelly to push through monstrous interpretations of the rules.
- Know all Merits/Flaws, from all source material, with instant recollection.
- The 30 second breakdown of any character sheet in terms of raw power, wasted points, and best min/max opportunities.
Preferred Disciplines
Min/Maxers choose disciplines that will always ensure, XP point for XP point spent, that the odds will always be stacked in their favor. For this reason Thaumartagy and Celerity are the most preferred.
Views on other Paths
Fromagists — An overpowered monkey character based on cheese is inherently weaker than an overpowered monkey character based on the rules set. Any ST can punch through cheese, only the really strong have the ability to say no an abusive, yet still technically legal, overpowered monkey character concept.
MC Climbers — They mistakenly think that MC 12 character will survive against our powerful kung fu. They are mistaken, show them the glory of Min/Maxing and watch them cry out at the wasted years attaining high MC in pursuit of power.
Lawyers without Borders — Take pity on their plight and encourage at least one or two of idiot savants into these in your Coterie. They may mumble in a drool about rules this and rules that, but occasionally a clarification they put forth creates more loopholes than they fix. Otherwise use them like NPC shields to protect your character concept with a steady barrage of supporting rules decisions if an ST should question you.
Elitist — Be nice to this group… for some reason all the sexy girls end up in here. Don’t let them fool you, they really ARE more impressed the more powerful your characters are, and they love to flirt in character… regardless of what the players say. So tuck in your X-Files shirt, polish those twelve sided dice and straighten your slide rule… once the drama chicks get a chance to see the power of your character sheet… you’re sure to score.
Power of My Voice — Well somebody’s got to lead this whole abysmal mass of chaos. Better these self aggrandizing megalomaniacs do than you, more time to spend perfecting your craft. Besides who needs prestige if you can make a character stronger than one built with four or five times the MC.
Grievance Filers — There’s something besides the game? Get outta here!! These poor deluded fools measure their worth… well… its something in what they call the “real world” anyway. Who cares? And when they say “its just a game,” that really hurts.
Hierarchy of Sins
10. Not meditating on the rules set for at least ten minutes each evening.
9. Finding less than ten loopholes in any conversion kit.
8. Waiting over ten hours to buy the newest release.
7. Receiving less than 4xp a month.
6. Forgetting the negative traits of any weapon or armor.
5. Paying for an ability or Lore when you could have gotten your CST to give it to you for free.
4. Relenting to any challenge.
3. Not taking out of Clan disciplines at start.
2. Using one point less or more than seven on your characters Flaws at creation.
1. Not having an Acute Sense merit on your character sheet.
* * *
Path Name: Lawyers Without Borders
Nickname: Rules Lawyers, Debaters, Demonic Sadists from Hell
If they were playing AD&D they would play: RoleMaster™
Basic Beliefs
In pursuit of an altruistic approach to the game, these selfless, tireless, and most assuredly thankless members seek out all rules errata, be they large or small, well known or unique. Each Lawyer without Border harvests their own private collection of rules decisions and philosophical theorems behind the decisions, then unleashes them upon an often unprepared and always unwilling audience. As their name indicates these paladins of procedure, these knights of know-it-all, old no loyalties to Domains or Chapters, Venue's or styles. They are above such pettiness, and so are referred to as having no Borders, or amongst their detractors, no social graces whatsoever.
Ethics
- To err is human, to point out someone else erring is divine.
- The rules are there to be known, if another has lapsed in their studies, be sure to enlighten them with what you know, be they willing or not.
- The ANST Rules is the highest position in the Camarilla, higher than any NST or DoST.
- Following the rules unsullied by their playability or suitability to a given situation is the pursuit of purity.
- There is no such thing as "finding middle ground" in the absolute truth of the rules. You are right, they are wrong.
- If, while arguing a point just to make the point, you are beaten to death by an angry mob of players who just don't care and are tired of you interrupting the game every five minutes with another "just to point out what the rules say on this" statement… then you have fallen as a martyr and will be rewarded in the afterlife.
History
Lawyers without Borders initially held a camp that was equally split between monitoring the rules of the game and those of the Camarilla organization itself. Through a series of deft maneuvers, the Coordinators rewrote the Tome so many times, eventually doing away with membership input altogether, that the Lawyers without Borders were driven en masse into their last refuge, the game system. The ST Hierarchy blames the coordinators for this to this day, and it has remained a point of sore contention to the Storytellers and a smug victory for the Coordinators until just recently.
With the release of the 6th Edition of the Tome, a coterie of cat-beating Storytellers pointed out the Disciplinary Action section of the Tome to whatever Lawyers without Borders they could find. The result was the birthing of the Grievance Filers, proof positive that no good ever came out of publishing the disciplinary rulings in the Tome. Today, the Lawyers without Borders have withstood pressures and attacks. After completely taking over the Rules Circle on majordomo, they wage an incessant war to expand their dominion. Storyteller circle has almost collapsed under their offensives, while no regional list has been spared from periodic raiding over just how the status system works.
Description of Followers
Lawyers without Borders, as the name states, respect few borders of Chapters or Domains, and may appear at any game at any time. In fact sometimes they aren't even playing the game at hand, only there to "check up" on the rules. Although normal looking, and often indicated to be "quiet and kept to himself" by not-so-close neighbors in post crime-spree interviews; some hint that the Lawyers without Borders may not even be Camarilla members, or even part of the human race. Instead many believe that they are arch devils sent from the deepest pits of hell to punish the sin of "not knowing the rules" for players and Storytellers alike, scourging them without mercy until the member cries "uncle" in a pooling gelatinous mass of their former selves… but we think that might be an over-exaggeration. Lawyers without Borders are most likely lesser demons, rather than devils… and coming from the 2nd and 3rd Plains of Hell, rather than the lower ones.
There is one sure way to tell a Lawyer without Borders though, they typically include the arcane phonetic grouping C-S-T after their signature in emails.
Common Abilities
- Insurmountable Circular Logic
- Increased Stamina to Argue Forever
- Never Concede
- Inability to Hear
- Instant Reference
Preferred Disciplines
Lawyers without Borders rarely pick Disciplines for their actual game ability, instead they prefer Disciplines that have added significantly to the rules cannon of the Camarilla. Such Disciplines as Dominate, Obfuscate, and Auspex have filled volumes with clarifications and addendum, and are cherished by Sadists for theses reasons. Those Disciplines which, no matter how cool, haven't felled many trees in supplemental clarifications are shunned like Biothaumartigical Experimentation and Obeah.
Views on other Paths
Fromagists — Creativity has no place in a Live Action Role Playing game. Whenever you encounter a creation by the Fromagists burn it down wherever possible with rules and dogma. Their attempts to expand the rules of the game are only based off weird concepts they wish to play, rather than the number of rules clarification or additions that can be gained from any new ruling.
MC Climbers — Left over prestige whores from the original coordinator group, these are to blame for thwarting the Lawyers without Borders in early attempts to use the Tome like they do the core game rules. They believe in the rule of MC over the rule of rules.
Elitist — You would think that those who knew the absolute least possible microscopic amount to barely get by at any White Wolf game would be at least appreciative of the friendly, consistent, and continuous stream advice you can provide them on the rules. These are the same ones in high school who hung around in cliques centered around the drama department, at least on your path you have the opportunity for a sustainable career choice.
Min/Maxer's —
Power of My Voice — The shouters intuitively understand that an argument is more about ego than it is about success. If you start a rules "discussion" within hearing distance they may just move in to join. Avoid this as they are often harder to interrupt with a side comment than you are, and they have a volume range equal to your own.
Grievance Filers — Our long lost brothers on the other side of realities ghetto fencing, the Grievance Filers pursue a type of Rules Lawyering within their own vein and for somewhat dissimilar goals. Give them aid and comfort where you can. Its doubtful your on their target list anyway, as you have absolutely no social standing they can gain from grievancing you, and its fun to watch 'em take down the others.
Hierarchy of Sins
10. Failing to have a complete White Wolf library supplemented by Camarilla LARP Sanctioned Rule sets (versions 0.05-4.7) as well as a printout of every email ever to come across Rules Circle.
9. Being active on Rules Circle for less than twenty hours a day.
8. Debating a rule without referencing what CST/DST/RST/NST said in casual conversation about it upwards of seven years ago.
7. Dating someone (male or female) who cannot answer how many actions are needed to acquire a level 8 influence using four influences combined, two from within the same region, two from without, and one not even of the same influence field.
6. Noticing an incorrect ruling during a game, no matter how trivial, and failing to "just point out that that's incorrect per…"
5. Using Dennys after a game to socialize, instead of gathering with your coven of fellow Sadists to discuss what rulings were wrong at the game.
4. Allowing a player whose made an incorrect statement about a rule to "back out of it" by agreeing with you after your first argument only.
3. Deciding not to post on Rules Circle about weapon damage because the issue's been debated to death.
2. Accepting a bribe to shut the hell up.
1. Abandoning the rules in favor of the game flow.
* * *
Path Name: Path of Elitism
Nickname: Drama Students, Drama Queens, Actors
If they were playing AD&D they would: Never admit they had fun.
Basic Beliefs
Elitists believe in superiority based on the ability to play a character as a dramatical device better than anyone else. Deriding games without absolute realism, the followers of the Elitist Road frequently refer to "immersive role-playing" (typically from another city/country) as if it were a holy Mecca of achievement. Less a style than a place to pilgrimage to. Surrounded by the unwashed, individual Elitists pursue that pilgrimage every time they role-play, attempting to find the holy state of absolute perfection in acting within character, and ignoring to a large degree any semblance of a game put before them.
For the Drama Queens, the Camarilla is less a social organization than it is a stage for them to perform on. The regular members are not peers, rather they are audiences to stand in awe of the Elitists performance. In fact many Elitists are put off when other members, do not break their own character to laugh, cry, burst into applause or throw flowers to an Elitist.
Aloof, quite frequently alone, and so content with themselves that they rarely notice another's absence, Elitists glide (or attempt to glide) above the muck and grime of real role-playing. Constantly appealing to that "better game" with more intensive role-play, they serve as a beacon to other gamers of what they should be focusing on. At least that's how they view themselves.
Ethics
- If others do it, it's melodrama. If you do it, it's "being true to your character."
- Flaws are role-playing vehicles, collect them to challenge yourself.
- Only role-play with those worthy for the grace of your abilities, namely other Elitists.
- Never demean another Elitist by conducting a challenge with them.
- If you ignore them, eventually they will go away.
- Avoid leaving character for as long as possible this includes at Dennys, amongst friends, or even in the cubicle pool at work the next Monday.
- Its not just a game, its theatre in the round!
History
The Elitists were originally known as Goths within the Camarilla organization, in fact they founded it. An initial goal of a social organization based on White Wolf's source material and an opportunity to role-play their whiny little angst ridden super hero vampire myths ground to a sudden halt as soon as inroads were made in number by the Cheese Heads and the Min/Maxers into the game. Much friction existed between these groups, the Elitists preferring to "play the metaphorical juxtaposition of beast and man in a character concept destined for tragedy and remorse" while the others just wanted to "beat shit up."
The inevitable conclusion of this friction was that, as in any contest where common sense and civility are cast aside, the Goths lost to the Fromagists and Min/Maxers. Leaving in droves from a game that "just wasn't pure enough" the remaining core of hard liners adapted into what is now known as Elitists. They sought recruits from amongst those who could truly act, and more often from those who thought they could act. Elitism became less about being Gothic in play, than it was being great role-players in play.
However not until after the Reset did Elitists become a widely accepted Road. Under 3.0, the character sheet and what was on it was all important, after the reset with powers diminished, XP reigned in and the Fromagists reeling, players slowly began to realize that there were characters behind the character sheets. From this dawning realization, and the fact that most really hot chicks are Elitists, the Road of Elitism grew by leaps and bounds. Now it is not uncommon to see an Elitist or two at any game, huddled off to the side away from the challenges staying in character.
Description of Followers
Those who follow the Road of Elitism fall into two groups. The first are role-playing fanatics. One might even go so far as to say lunatics. Well actually that's not too far, so lets just call them crazy loons. Its not that they don't recognize that one world is real and that the other is fiction, its that they don't care. To limit in any way your characters interaction is not the purity of play. Elitists will go to any length to demonstrate their own talents of characterization, typically with characters no more complex than the Sunday morning talking animal cartoons. However mirrored with this desire for the pinnacles of role-playing, is an inborn superiority complex one often only sees in post-modern retro-beatnik coffee houses.
The second group of Elitists are those who follow the Road like one follows the catwalk next to a putrid feces filled open sewer line; if you step off you'll be up to your elbows in stinky poo-poo. Strangely enough, those who follow the Road for the protection if offers from rampant cheese, challenges, and testosterone contests don't detract from the true Elitists. The act of snobbery, most important amongst all other abilities by Elitists, can be cultivated in anyone.
Common Abilities
- Preen
- Accept adulation
- Harp on others
- Garner followers
- Snub with civility
- Snub with cruelty
- Snub with barbarity
Preferred Disciplines
Disdaining character sheets for true role-playing, the followers of the Elitist Road don't usually worry about Disciplines. If they do bother to obtain or pursue Disciplines it will be those that either provide for more role-playing opportunities themselves, or special disciplines wherein the Clan required to have those disciplines is in and of itself considered a role-playing-heavy concept. Therefore Dementation, Obeah, and Meloponmine are favorites.
Views on other Paths
Fromagists — When was the last time you had a date?!?
MC Climbers — Don't touch me.
Min/Maxers — So help me if you tell me about your character one more time I will mace you!
Lawyers Without Borders — Get away from me, I have a restraining order.
Power of My Voice — Oh my, how (deep breath)… compelling your arguments. What's your phone number… I haven't… felt… this (another deep breath) moved by someone's voice since Patrick Stewart's performance in I Claudius. Tell me, (beginning to flush) do you like dramatic relationships with fiery conclusions?
Grievance Filers — Puh-leazze.
Hierarchy of Sins
10. Playing a combat character.
9. Making any challenge whatsoever.
8. Writing a character background that doesn't involve a full trilogy of novella's.
7. Wearing the same gown/tuxedo to different Toreador Balls within a five year period.
6. Showing up at a game even though your character has no reason to be there.
5. Sighing, screaming, whispering, or crying in anything less than ten decibels.
4. Accepting a nomination for best RPing because you want the extra XP rather than the adulation.
3. Breaking character to make a joke, laugh at one, or acknowledge that the police have shown up to issue citations.
2. Not using the phrase "role-play vs. roll-play" in every conversation you have about role-playing.
1. Playing a character with no dramatic quandaries, no tragic quagmire, and no motivating goals of passion… basically yourself.
* * *
Path Name: Power of My Voice
Nicknames: Bullies, Jerks, Assholes, Egomaniacal Megalomaniacs, Coordinators
If they were playing AD&D they would: Play the Paladin Fascist
Basic Beliefs
Me. That's what this is about, Me. Make no mistake. You matter so little that to consider the subject further is pointless to my needs. And that's what's important here. My needs. Think about my needs, I am. All the time. My needs are what's best for this club because they are mine. Therefore I am what's best for this club. You may see only an ACC in front of you, but I am what's best for the global organization of the Camarilla. Trust me, I've already worked everything out. No, I don't want to hear your idea. Why? Because it came from you, and not me. I've decided that a wise man takes council from wise men, so I listen to myself because I am wise. Do you disagree? How unfortunate (cracks knuckles in thick leather gloves), because I have followers, followers who listen to me. They shall deal with you soon enough. Oh you've changed your mind? How considerate. I can now delegate grunt tasks your way, for anything of importance will be done by me. These are my words, hang upon them.
Ethics
Those who follow the road of the Power of my Voice have no ethics, or at least none have ever been demonstrated.
History
Growing exclusively from the use of a coordinator or storyteller position as a platform for world domination, those who believe in the Power of their Voice have always formed a strong base in the Camarilla. Followers are relatively few in numbers, two adherents in the same chapter is almost unheard of giving the propensity of the alpha to challenge the interloper for dominance at every occasion — the losing party forced to start a "protest chapter" nearby. General player apathy, the strong currents of sycophancy in the Cam, and the ability of Followers to wear down any opposition make them a potent deciding factor in Camarilla politics and discussion no matter how few their numbers though.
Amongst the coordinators, the Power of My Voice movement has helped spur growth and organization in the Camarilla. Granted this "growth" revolves around projects dedicated to furthering the Cam career of the followers and the "organization" resembles something out of the Gulag Archipelago except instead of little bits of watered down bread the prisoners only get lumps of pathetic prestige; but these are minor bumps in the path of glory followed by those who listen to the Power of Their Voices.
Storytellers on the other hand, who have an equal number of followers on this path as the coordinators, take another tact. They use the Power of their Voice to create a game which is really more of a play wherein they are the directors. Character choice is something to be encouraged, as long as it does not impact "the game." They also refuse to take suggestions or criticisms on any aspect of their game.
All followers of the Path of Power of My Voice desire only one thing less than world domination, and that's for them, and their ego, to become co-chairs of a BOD position.
Description of Followers
Average height, average build, average looks, and (most typically) average intelligence… those who follow the Power of Their Voice blend completely with the populace as long as they are comatose and strapped to chair. The rest of the time they are interjecting themselves into conversations with unasked opinions, strong arming members verbally into following their plans, determining who will sit on what committee and generally micromanaging the world to fit their needs.
Common Abilities
- Enter conversation uninvited
- Raise voice
- Retest voice
- Overbid voice
- Shoot down ideas with nary a glance
- Inexhaustible air supply
Preferred Disciplines
Dominate & Melopomaine
Views on other Paths
Fromagists — Preoccupied with the pursuit of game power, they are easily controlled with the power of my voice. The Cheese-Heads abilities in game are based off weak constructs approved by overworked ST's, and they realize this, confront a Fromagist with an immovable object (such as your ego) and they will back off.
MC Climbers — Make sure none of these get a prestige paying position when you can. The more numerous they are, the more prevalent the philosophy "MC makes right" which is blasphemy to the movement. My voice makes right, and none other.
Min/Maxers — More concerned with the game these pawns are easily manipulated and make good yes-men and women. Put them in little brown uniforms and have them line the roads for important parade… they can be counted on for a good salute.
Lawyers without Borders — Perhaps our only equal in the Camarilla, we are fortunately not adversaries of these powerful vocal debaters. Leave them to the rules of the game and tread carefully around them though. They can argue a point for no other sake than the point for hours on end, reducing the time from which you can speak and be heard. If you do get in a debate, keep raising the volume level… Lawyers without Borders can debate for hours… but they cannot reach the decibel heights that we can.
Elitists — Sycophants!! They follow whomever is the authority, which is good, but lacking a clear figure will flock in mindless droves to the nearest powerful character… pretending to be enamoured with role-play. But they usually are cute and fall more easily for the "its good to be the coordinator" line.
Power of My Voice — My voice is all, and all of import is my voice. ((Note: The followers of the Power of My Voice is the only known path to have released a formal opinion of themselves, complimentary of course.))
Grievance Filers — Thin skinned good for nothing blood sucking over reacting “those-who-can't-do-bitch” pansies. Just once we'd like to see these folks get up in the spotlight and make this thing run. But no… they sit back and snipe at true achievements, mistaking the occasional victim of progress as the next celebrity cause. The Grievance Filers know the Code of Conduct inside and out, so avoid breaking it even if it means lessening The Voice for a time in the Whiners presence.
Hierarchy of Sins
10. Failing to meditate on your voice for at least ten minutes each night.
9. Listening with an interested look on your face to an unasked opinion by just another worthless member.
8. Asking for an opinion.
7. Failing to move up in the ranks.
6. Admitting something you made up five seconds ago was only an opinion, rather than insisting its a policy or official rule.
5. Ending an argument by walking away.
4. Exercising patience or compassion.
3. Mentoring others.
2. Losing an argument.
1. Losing a position of power within the coordinator or storyteller hierarchy.
* * *
Path Name: Grievance Filers
Nickname: Vampires, Whiners, Hand Wringers
If they were playing AD&D they would: Accuse the DM of favoritism and leave the game.
Basic Beliefs
The eating of flesh was believed to lend the strength, cunning and prowess of the victim to the eater in many primitive cultures. In some documented cases this led to the cannibalization of fallen human foes, warriors believing that they could take part of the essence with them in victory.
The Grievance Filers, warped and twisted from their Lawyers without Borders roots have adopted this primal attitude. They believe that by draining the living essence out of fellow members in a vampiric attack called the Grievance Procedure, they too can gain the power from their victims. Grievance Filers gnaw on a member until every ounce of contrition, punishment, and compensation for imagined or real wrongs, no matter how slight, had been exacted. After that they go after the critical organs and blood supply of their victims, though usually such gruesome proceedings are well hidden from the members at large.
Ethics
- There is a conspiracy out to get you. Anyone who disagrees with you is part of it.
- Always turn the other cheek. (A quick check of the Tome during a heated argument can benefit you down the road when making accusations.)
- It is NOT "just a game."
- 24-hours is the perfect amount of time to craft your next email attack.
- Take a deep breath, count to ten… then SHOUT!
- Not all members are brave enough to take on the establishment, be prepared to work pro bono.
- Working with another person to resolve a conflict involves you telling them "how it is." If they disagree, move in for the kill.
- High MC members are tasty and nourishing, drain their souls and steal their kung fu.
History
Regardless of what they'll try and tell you, the Camarilla was always about a game. And that game had rules which regulated almost everything else. If you were the head of a chapter, you were also a Primogen, if you ran a domain, you were the Prince. This meant that disputes, problems, and solutions were worked out in, around, and through the game (mostly). The Lawyers without Borders equally monitored both the in game rules set and the out of game organization. However, the savvy core of individuals who would later become known as Coordinators following the Power of My Voice, grew desperate for relief from the attacks of the Lawyers. Around 1994, in rapid fashion, the core organizational procedures of the Camarilla were changed so frequently and so quickly, that the Lawyers without Borders could not keep up, instead focusing on the rules of the LARP. Eventually it was impossible to find a Lawyers without Borders who was concerned with anything besides the game.
Slow to react, the Storytellers desperately threw out supplement after supplement, and like chum trying to keep the sharks away, it was destined to fail. The Lawyers without Borders became entrenched as rules lawyers for the game of the Camarilla, and for awhile the insidious plans of the Coordinators seemed to have worked.
However, the Storytellers did get their revenge. On a dark evening in a concealed location deep in the Tibetan mountains, rumored to be a wellspring of demonic power, a crazed Storyteller and his minions brought struggling Lawyers without Borders, bound and blindfolded. What was intended for them is almost too hideous to relay, but the story must be told.
Throughout that dark night in those circles of evil, rituals hideous and unnatural were performed on the captured Lawyers without Borders. Finally, in a crescendo of foul magic's and shouting chants, the deranged Storyteller raised the Tome of the Kindred above his head revealing the section entitled "Grievance Procedure." The words of the Grievance Procedure seared into the eyes of the now half-human half-demon creatures, and the Grievance Filers were born.
The Grievance Filers were originally intended as a dagger aimed at the heart of the Coordinators. However chaos is wont to run amok, and now adays none are safe from these predators. They spawn asexually, often times springing into being fully grown from, to all appearances, a previously normal member.
Description of Followers
As time wore on, the obvious signs of the taint (horns, cloven hooves, tentacles dripping poison) faded, allowing the Grievance Filers to "assimilate" into the fabric of the organization. It is by now almost impossible to identify a Grievance Filer from any other member of the Camarilla community, except that when they sense a grievance in the making their eyes will glow for a brief second with a hellish red light. However by then its already too late, only excommunication can free a victim of a Grievance Filer after they've started.
Grievance Filers have no loyalty to the path, often setting upon each other with ferocity unmatched. Others following different paths are advised to stay far clear when two Grievance Filers begin filing on each other, innocent bystanders can be sucked in and ground to dust during the proceedings.
Common Abilities
- Take offense
- Quote the Tome Verbatim
- Exaggerate injury
- Legalize incessantly
- Retire in Protest Multiple Times
Preferred Disciplines
The Hand-Wringers do not have a favorite discipline for their own use. What is a signature mark of the path however, is to take any use of a discipline by another on their characters as an indication of an out-of-game attempt to "get them."
Views on other Paths
Fromagists — These ass kissers get all sorts of favors from their buddy ST's… why else would they always get the cool stuff approved. It's a rampant indication of favoritism that the Fromagists prosper, file a Complaint against the CST anytime they approve something submitted by a Cheese-Head.
MC Climbers — Some of our most hated foes follow this path, for they put forward that MC makes right, and not the copious use of the Grievance Procedure. However they are also at their weakest against us, strip their MC back down through repeated Disciplinary actions. Even if you just get a few prestige points removed the hurt is magnified in their eyes.
Min/Maxers — Better than the Fromagists for they use what their given rather than kissing butt for bennies, the Min/Maxers and Grievance Filers only conflict when it comes to a Min/Maxer wiping the floor back and forth with a Grievance Filer's poorly constructed character. Before they can initiate the final killing blow though, indicate OOC that you wish an Arbitration between the two players. The mere threat that they'll have to leave XP-gaining sanctioned play for two weeks is enough to get them to stay their hand. That this threat is a bluff and impossible to enforce goes further to prove the Min/Maxer has never read the Grievance Procedure in the Tome.
Lawyers without Borders — These former comrades are now just more souls to be sacrificed to the fell lords. They retain the basic abilities we have perfected over time, but focus on the game rules. Be watchful, the older Debaters remember the days when there was no separation of camps, and their circular logic can cripple any complaint you file. Instead go around them when filing a grievance, so they can not directly argue it.
Elitists — Spineless sycophants. They curr favor from the masses and flock to the latest pretty thing (unless they are the latest pretty thing). The Path of the Hand-Wringer is one of loneliness and solitude, not groupies and adulation. Where they compromise ideals to "fit in," you crusade absurdities to ensure that you will never be "part of the establishment." Pity them, ignore them, but if they cross your path destroy them. Elitists are the first to throw in a towel and retire from the Camarilla when confronted with reams of bureaucratic mumbo-jumbo that is the grievance procedure.
Power of My Voice — Easy feeding for a hungry Vampire. Almost any discussion in which you disagree they are sure to attempt to use the Power of their Voice, so try to provoke it in them. Once this happens you can slap them with a Code of Conduct violation so fast they'll think they were hit by a Fromagist's Fae-Born Abomination Rage-Enhanced Expert Celerity/Quicksilver follow-up attack.
Hierarchy of Sins
10. Not meditating on the Dispute Resolution section of the Tome for at least 20 minutes a night.
9. Taking something in context, then repeating it in context.
8. Blowing off a poor comment or unfavorable remark.
7. Avoiding email to have a face to face or phone call discussion on a heated topic.
6. Filing a grievance with anything less than 30 pages detailing a minimum of three charges.
5. Working directly with another human being rather than appealing to the next highest officer.
4. Writing an email voicing concern without cc'ing either a public list or more than five other officers.
3. Settle a dispute by talking to another member without involving Coordinators.
2. Applying the Code of Conduct to yourself.
1. Not attempting to drain the spirit of a higher membership class player through the Grievance Procedure when the opportunity presents itself.