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The Anarchs are a sect or faction that has had perhaps the most varied history across the history of #Vampirethemasquerade. While the Camarilla and Sabbat are more extreme in their philosophy, the Anarchs have grown the most across editions. #vamily
The Anarchs began as almost analogous to the higher generations, perhaps even a subset of neonates. But as the editions progressed, the Anarchs became more and more a sect of their own, with their own distinct ideology and flavor. (Photo by Ahmed Klink)
One important thing to remember is that we released a lot of books during the revised era, because Vampire was the flagship WoD game. There were years when there were 10 Vampire releases on the schedule. As the developer I was splitting the difference between playable material...
...and a progression of story content that satisfied the almost 50% of Vampire buyers who read but didn't play.
So let's be honest. The Anarchs took a beating in the Revised era. Their perspective had a hard time reconciling Kindred reality with forward-looking politics with which they had been themed. Their presentation was too mortal, which didn't make sense given their vampiric needs.
The Anarchs represent fearsome challenges to Camarilla and Sabbat hegemony because of what they (claim to) hold dear: Freedom. If the Camarilla represents Tradition and the Sabbat represents Dominion, the Anarchs are nemesis to those both. (Art by Tom Bagshaw)
Of course, either the Camarilla or Sabbat will pretend common interest with Anarchs, because the enemy of their enemy is their ally. Better to have the Anarchs on one's side — and a knife at their back — than at the table with the enemy. (Art by Mike Gaydos)
In chronicles, Anarchs rarely have any want for conflict, given that they're a perennial underdog with deathlessly potent allies. (Photo by Marta Blue)
But an equally compelling Anarch narrative premise is "Now what?" You've fought the good fight, you're rebelled and revolted and staked the oppressor to greet the sun. Now what? What happens to the domain when the embodied injustice is dead?
The domain-level story is fascinating for Anarchs because it's so fraught. At its worst, the Baron (if one exists) is a despised as the old Prince or Bishop. Or is the domain characterized by competent alliances and coalition-building? (Photo by Pau Barrena)
And if that's the case, what creates the conflicts that spawn good stories? Do the Anarchs have a Lupine problem? Is the Inquisition wise to it? Is the old guard playing possum in preparation for a counter-revolution? Now what? (Photo by Remi Chapeaublanc)
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