Doylist: Because sometimes having all the options causes a lack of direction and confusion; the Camarilla offers a good base to build your city on with just the right amount of boundries to stop you going off the rails; choice and freedom can be a burden on it's own: Look up the "overchoice effect". Anarchs let players anmd the storyteller play around with paths and encourages them to play weird bloodlines, but that can get in the way of a tightly crafted game with more relatable characters.
Watsonian: Because Anarch domains are logically few. Anarchs can't be strongly defined by anything more than "vampire groups opposed to a prince". In most cases, the quiet majority of "Anarchs" are just Camarilla with a few disagreements. The Vocal minority of Anarchs that rail hard against authority are dysfunctional fools who aren't likely to gain significant holdings. In the rare instances that radicals do gain significant holdings, the surrounding powers will do their best to undermine and disrupt such a rule; a well functioning anarch state is a threat to the concept of princedom, and given the power of Camarilla-in-groups vs the power of the types that can't make it in the Camarilla, it's unsurprising that the anarchs come out on the bottom all the time.
Watsonian: Because Anarch domains are logically few. Anarchs can't be strongly defined by anything more than "vampire groups opposed to a prince". In most cases, the quiet majority of "Anarchs" are just Camarilla with a few disagreements. The Vocal minority of Anarchs that rail hard against authority are dysfunctional fools who aren't likely to gain significant holdings. In the rare instances that radicals do gain significant holdings, the surrounding powers will do their best to undermine and disrupt such a rule; a well functioning anarch state is a threat to the concept of princedom, and given the power of Camarilla-in-groups vs the power of the types that can't make it in the Camarilla, it's unsurprising that the anarchs come out on the bottom all the time.
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