I'm curious what others think SOC represents.
For me, first and foremost, SOC pings off the pre-1975 stories that Miller says inspired
Traveller and the characters and stories noted in the back of Supplements 1 and 4.
The nobility in the tales of the
Dumarest books,
the Demon Princes books, the novels
The Stars My Destination,
King David's Spaceship and others are often aloof and removed from the concerns of the people the interact with or rule, and often fall toward the decadent. Social standing in these tales is a privilege, seldom earned, with attendant power that some noble treat seriously and others abuse.
Meanwhile, the same books cover the travails of those at the low end of the social scale, the poor, the abused, often living as slaves (even if never named as such).
Social Standing for me, then is a mark of safety -- or lack there of. High SOC means you are part of a club that works to protect what it has from those who don't. Even if the nobles struggle with each other (and certainly they do) the won't work to bring the entire structure down. (In fact, it is generally unthinkable. The notion of a social order often based on heredity is a
given in the tales above, and not a matter of colorful bureaucratic titles that Nobility became in the OTU through the years.)
This translates into tension between different classes of people, and offer intrigue, conflict, and a solid grounding for adventure for RPG sessions.
When Ilook at the early OTU (Proto-Traveller) material found in Adventures and Library data I see exactly the kind of abuse of power and tension baked into the setting. (The tension later becomes forgotten or flattened.)
In all of this, for me, SOC then is a reflection of safety, cloud, and resources than can be gathered as a member of one "club" or another.
Thus, if a PC noble arrives on a world and ends up in trouble, he can show up at the door of noble living on the world and expect aid. He is of the same class and part of the same order one would expect them both to uphold.
Meanwhile, a character of low SOC who finds himself in trouble will have few resources to tap. And yet those social circles at the bottom end of the scale will also often take care of their own. They also have their ways of dealing with problems, gaining resources, and taking action if push comes to shove.
As Welsh points out in his first post: "The original LBBs refer to a distant empire, where presumably SOC is of great importance. But the frontier has a flattening effect."
This means that while the nobility are present in the far flung worlds, their influence and power will be low or high depending on the political and social climate of the world. Some worlds (or significant portions of the world) will embrace the Imperium and what it offers, and others will reject the Imperium. Where the clout of the nobility falls on this scale will offer grist for adventure. The clout can rise and fall depending on the outcome of events, sometimes even due to the actions of the Player Characters. All of this, of course, is grist for adventure, as conflicts and plots and political upheaval and risk of overplaying one's hand are all possible... leading to the opportunity of the PCs having things to do in an evening's play.
Notice that my focus is in no way 'modeling' the culture into the rules... at least not as explicitly as has been done upthread. I want to state this clearly because I believe (though I might be wrong!) that my approach and focus is different than some of the posts above. (I'm not contradicting those approaches. Welsh asked about how we see SOC. I'm answering the question. This is something I've been thinking about, and I think best when typing.)
So, in my examples, what matters most to me is what happens to the PCs in tight situations. Characters on different points on the SOC scale will have different options if they seek out or need help. In a class driven society (and the original rules as well as the tales that inspired them assume this) members of different classes will recognize each other, even if they are from different cultures.
Given this, "Which NPCs do the PCs go to?" is the part I am interested in. What new problems, adventure, or crisis is set before them based which door they knock on.
If these social conflicts are baked into the setting they also offer rich opportunities for role play and conflict. A high SOC character might decide he is not impressed with the decadent nature of his fellow nobility and put himself by betraying his birthright or coming into conflict with other nobles. (Duke Leto Atreides in
Dune in an example of such a noble.) On the other hand, a character might be a low SOC striver, desperate for a taste of high society and wanting to gain the good graces of nobility no matter what, or even find himself knighted for actions in service to a noble.
As for the mechanics and rules, I believe INT, EDU, and SOC are already these three characteristics are already based into the rules firmly, if not explicitly.
We know that INT and EDU are named as possible DMs in rolls for Engineering and Electronics. And since I view the descriptions of the skill use in the Classic Traveller rules as one
example after another of how to apply skills, characteristics, and throw values I assume that INT, EDU, and SOC can influence any roll the Referee and the Players see fit. That is, should a high, moderate, or low SOC apply as a DM for a reaction roll? It depends entirely on the circumstances. But if the circumstances warrant it, absolutely yes. The Classic
Traveller system was built on the assumption that anything could end up being a modifier to a roll, with the Referee adjudicating the circumstances and deciding a) if a roll was needed, and b) what the details of the roll would be.
(As a side note: Notice that one of the four options of the Experience rules in CT is to increase one's EDU by +1. If EDU didn't matter to the game why have that as an option. In my view it is expected that that last three characteristics are supposed to matter as firmly and concretely in game play as the first three. While the application of the last three characteristics are not as clearly spelled out as the first three in terms of mechanics, by using the various examples found through the book as analogies, it seems clear that they can and should be used whenever it seems appropriate.)
I do not see high SOC tied to wealth. One can be noble and be destitute. One can be of low social standing and never be accepted by those who were born into nobility. For me (and I'm not pushing this on anyone else) I see a class conscious society in which who one was born to, where one was born, what sort of manners and expectations one has matter a great deal to many people.
How much money one wants to spend to keep up appearances is a choice of the Player for his or her character. It is a matter of roleplaying and the character's bank account. If the character wants to spend lavishly than he can... as long as he can. And if he can't but still wants to he'll have to find the money somehow. And if a character is low SOC but wants to wear the best clothes, that too is a roleplaying choice built from the credits in his bank account.
Nor do I see SOC tied to EDU or INT. Others have already laid out the logic and examples of how how why any of the three characteristics can be at varying values but still make sense. I will simply add that I don't see the
Traveller character generation system as being built to produce any old human beings or building out all the citizens of a society, but rather compelling
travellers. That is, Player Characters as protagonists in tales of adventure who are often compelling because they are quirky, unexpected, and not at all what one would expect.
That is, as the original Main World generation system was
not built as a comprehensive tool for categorizing societies, but rather a "prod to the imagination" by creating strange edge cases that inspired interesting interpretations, so the UPP's random results is there to make us ask, "Who is this guy?" and come up with answers that produce an often compelling and unique individual that stands apart from most people. I understand that many people don't like these quirky results (either for UPP or UWP) and work to smooth out the edge cases and unexpected or strange results. I am not one of those people. I love the way the system produces edge cases, unexpected, or strange results.)
With this in mind, I find the definitions of INT and EDU found in the text of Book 1 to be too literal. Tying them directly to IQ and Schooling limits the fun of interpreting them in different ways in character creation, but also hamstrings interesting interpretations of their worth and effectiveness during play. Removing the definitions of IQ and Schooling are one of the few changes I'd make in the CT rules.
For me each of the characteristics (but especially the last three, and then, even mores the last one) need to be interpreted by both the Player for his character ("My guy has a high INT, but average EDU, and here's what his high INT generally means") and the circumstances at hand... (Referee: "The device is of a sort and manufacture that none of you have ever seen before. Anyone with a high intelligence might get a glimmer of its purpose, but no one's education is going to help on this one..." The interpretive nature of these characteristics is (for some of us) part of the fun of using rules like this, where we build out the characters and the world, defining elements, details, and meaning as we play.