social standing rambling and possible interaction houserules

Ishmael

Mongoose
I thought I'd post this bit of rambling before I lost interest
It relates to the discussion about nobles and the role of social standing in the game.
And my disappointment that rpg's in general seem to ignore interpersonal interactions when compared to the attention shown to combat issues; rpg's tend to put more work simulating how people can kill each other than they do simulating how they act and talk within a society.
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Traveller describes characters and npc's through a set of six 'stats'; str, dex, end, int, edu, and soc. Of these six, four are determined primarily through genetics. Str, dex, end, and int are inborn qualities that exist for beings independant of culture or species. Their values are scaled relative to an average human.

Two stats used by the rules which are not determined by genetics are edu and soc. These are usually determined by the environment that the character was raised in. This is most often the same as by the character's birth parents, but could be from the social standing of adoptive or foster parents.

Soc is a problem in the manner the rules use it. The rules use Soc as both interpersonal influence and as a measure of the character's position in society. These two attributes do not neccessarily correspond to each other and can give strange results where those with a high standing will always be more likable and have better success in relationships where all other considerations are equal; this is not always the case.

One solution is to split the meaning of 'social standing' as a person's place in society into the different aspects as described by Max Weber;
1. influence due to financial situation.
2. influence due to fame or reputation.
3. influence due to political position or occupation.
http://en.wikipedia.org/wiki/Three-component_theory_of_stratification

This can be used to describe any socially stratified culture whether the classes/castes are rigid without verticle migration, or flexible where the social standing can change easily. In a sense, this could also be used to describe pack or herd behavior in human terms. Even classless or egaltarian societies could be gauged with these ideas where each individual has equal influence in the areas listed above.

My proposal is to use the standard 'social standing' in the sense of finacial influence and add a new stat, 'status', or 'rep' to cover fame or status derived from socially applauded behavior.

Social Standing as indicated by financial influence, is an indication of the environment that the character grew up in. This, in turn, will effect a character's education stat, as a greater level of wealth generally means a greater level of formal education and a wider range of life experiences. It could also affect the other physical stats as a lesser level of medical and diet available. Long term very low financial standing could also include untreated psychological issues that come about as a result of povery levels.
*I suggest that the stat dm for social standing related to financial standing be used as a dm when generating the other stats.*

Or social standing might indicate influence through fame or status independent of finances. Celebrity would have greater influence and recognition than a industrial magnate. Status such as actors and sports heroes might be used, and enhanced, by being a spokesperson for popular issues.

Social influence might be the result of position or title. In such a case, the influence comes, not from the person, but from the title. A noble has power through his title, and not from his own abilities. Should the nobleman lose his title, then his social standing would fall back to his status of wealth.

A character's effective social standing when dealing with other persons depends upon the standing perceived by the person involved. If the other person does not recognized the character's status, wealth or position for what it truly is, then that person can only assume that it is exactly as presented by the character's appearance and behaviour. This allows social coersions and other chicanery to exist.
A character dressed and acting like a noble will be treated like a noble until the ruse is discovered.

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A possible characteristic that is determined primarily through genetics is personality. Personality type is displayed by beings from near birth and remain stable as the being ages. Personality types exist in beings from a wide range of cultures and in a wide range of species. This strongly implies that it is independant of culture and species.

There are several different forms of personality type tests ranging from enneagrams to the more accepted forms of testing based on Jung's theories, such as the Myer-Briggs test. The DISC* system gauges personality types based on the combination of dominant vs. submissive, and introvert vs. extrovert tendencies. For the sake of simplicity, these should probably be reduced to 'strength of personality' or 'ego' as a stat for use in interpersonal tasks in the game. This could be viewed a 'strength of personalty' where low values indicate passivivity or lower self-confidence and higher values indicate a desire to dominate, take control and get things done.

* http://en.wikipedia.org/wiki/DISC_assessment

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thats all I have patience to write for now.
maybe I'll work on this more ....maybe I won't
 
I think that Book 8 Dilettante takes most of the points you are making into account.

On a personal note: Jung and Maslow are right on target while most of the other psychologists are full of crap.

.
 
Solomani666 said:
I think that Book 8 Dilettante takes most of the points you are making into account.
Not really, because Dilettante still attempts to handle all the
different elements of a character's social relations with one
single stat, which at least in my view does not work well.
On a personal note: Jung and Maslow are right on target while most of the other psychologists are full of crap.
Well, we will certainly not agree on this one, but it is not a sub-
ject for a Traveller forum anyway. :lol:
 
rust said:
Solomani666 said:
I think that Book 8 Dilettante takes most of the points you are making into account.
Not really, because Dilettante still attempts to handle all the
different elements of a character's social relations with one
single stat, which at least in my view does not work well.
On a personal note: Jung and Maslow are right on target while most of the other psychologists are full of crap.
Well, we will certainly not agree on this one, but it is not a sub-
ject for a Traveller forum anyway. :lol:


I am currently running a campaign where the main character has multiple social statuses.
Her Imperial status as an IISS, her status in certain circles of academia, her status as an author under a nome de plume, and her charisma as a Vargr corsair. I simply listed each of her social statuses separately.


P.S. If you can name any other psychologists of worth that I should read that is not based on the work of the two that I have mentioned I would appreciate it,


.
 
"And my disappointment that rpg's in general seem to ignore interpersonal interactions when compared to the attention shown to combat issues; rpg's tend to put more work simulating how people can kill each other than they do simulating how they act and talk within a society."

Actually most games do use interpersonal skills. If run right RPGs often have players interacting with NPCs either by making a skill roll to achieve a pregenerated result or actually roleplaying by having a verbal dialogue to which the GM determines success. Either case is ment to gain information or material needs and proceed the game along.

Most players like combat and it can be but not always be the main fun of a scenario. I've seen RPGs, one I remember was a scifi trading RPG solely about trade and interaction, that have HEAVY focus on interaction. Nice idea but I notice they either fade into obscurity or revise to include more action. On the other side, an RPG that focuses almost solely on combat is a board game. A mix of both are nessesary to make RPGs interesting and the whole point of role playing.

The point and problem is most RPGs have skills and rules for interaction and it's up to the GM and players to make use of a game's rules. Traveller has interaction rules, use them. If one doesn't like a lot or any interaction then ignore it. It's not the game's fault.

Traveller has always had the notion of nobility. It's just what the creators of the game wanted as flavor. I find no fault for that. Too many people for decades, unfortunately, become obessed that Social Standing mandates nobility. It absolutely doesn't!! Social Standing is Traveller's description for the interaction attribute as others use charisma or presence or smarts or whatever. The flavor of Traveller's attribute is it's described as a character's standing in society, hence the name. It still does the same thing. Really, no houserules nesessary.
 
Solomani666 said:
P.S. If you can name any other psychologists of worth that I should read that is not based on the work of the two that I have mentioned I would appreciate it,
Considering the subject of this thread, social relations in different
cultural environments, I think that Richard Shweder could make
for an interesting read:

http://en.wikipedia.org/wiki/Richard_Shweder
 
Reynard said:
Social Standing is Traveller's description for the interaction attribute as others use charisma or presence or smarts or whatever.
Unfortunately social standing and basic social abilities are
completely different animals, a head of state can have no
charisma / presence / smarts at all, while someone with
the lowest possible social standing can have lots of them.
Moreover, social standing can change rapidly and often,
while charisma / presence / smarts are a rarely changing
element of a character's personality. Using one stat to co-
ver social standing and basic social abilities therefore does
not make sense.
 
If you can name any other psychologists of worth that I should read that is not based on the work of the two that I have mentioned I would appreciate it

A lot of the best psychological/philosophical discussions are elements within other things. Psychology being the science of why people behave and thing as they do, it's inevitably given to vague generalities when considered in isolation.

For example; Sun Tzu and John Boyd both put a lot of psychological theory into their discussions of strategy. Also see any text on "Effects-Based Operations".

Stuff like Machiavelli's "The Prince" is good, too. None of this is "psychology" per se, but it's all good.
More importantly, it's the sort of stuff your scout character might have studied - you don't call in a clinical psychiatrist for the ISS, it's someone who's studied PSYWAR, propaganda and cynical evaluation of the strengths, weaknesses and stability of a government.


Social Standing is Traveller's description for the interaction attribute as others use charisma or presence or smarts or whatever.
Yes and no. SOC is useful as an interaction stat only where you can directly use your reputation - essentially browbeating someone with the universal question "don't you know who I am?".
 
"Yes and no. SOC is useful as an interaction stat only where you can directly use your reputation - essentially browbeating someone with the universal question "don't you know who I am?"."

So the Traveller game mechanic makes their interaction attribute represent a social rather than a personal behavior to determine interpersonal action. The results are the same in the end.
 
The game uses both Int and Soc for social interactions. A quick-witted thief can easily bluff a guard despite having no Soc. A noble might be able to use his title to impress the same guard. What the game does NOT allow for is a meek noble of any real rank. But really, who wants to play a sniveling dog of a Baron? I think that, in game, Int works well when Soc can't be used.

However, in a game with no Imperium or aristocracy, I just rename Soc to Charisma (or maybe I'd use Personality to avoid confusion with the Vargr stat).

If you really wanted, you can simply add Personality as a new stat for all characters. The beauty of MGT is that adding characteristics doesn't mess up the game.
 
Relating attributes to the RW - all but Social Standing can be developed via physical or mental training (sure there are advantages, handicaps and limits related to genetics)*. Social skills can certainly me acquired via experience. The game mechanics support this in chargen on the skill tables and benefits, etc. And, its commonly accepted that intelligence doesn't automatically denote social skills. Hence the separation in other games with terms like Charisma.

rust has stated things rather well in regards to the ingame failures of using Social Standing with relation to social abilities.

As to the op's nature vs. nurture statements - I'll leave such for other places.

*[If you don't think so, I have some ocean front property in Oklahoma I'll willing to let go for a song - email gitreel@noway.com :mrgreen: ]
 
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