ever heard the story of the guy looking under the streetlight illumination for the money he dropped elsewhere? "why are you looking here?" "because the light is over here." there is discussion of the nobility and "ceo"'s because that is where the issue of social standing is most clear. yeah, you're right that the game does not do much with it from 2-12, and that's where people are trying to get a handle on it.
A good point.
***
For me SOC between 2-10 has more to do with
characterization for the Player and his PC than any concrete rules or regular social interactions that will come up in play.
Part of the appeal for character generation (at least for me, and I know many other people) is dreaming out "Who this guy is" as the skills and characteristics get added to the the PC during his initial service. "Why did he end up with Blade-4. What happened?" "Why the focus on pistols?" "Why the focus on Medical?" "Oh, he bumped up his education while serving... interesting..."
All of this is grist for the mill for determining
who the character is.
Now, a lot of modern RPGs are all about nailing that stuff down really specifically, with a rule or mechanic for each of it. If you can't use it mechanically or make a dice roll for it, what is it for?
But the original
Traveller lifepath system assumed that the Players would sort that stuff out for themselves. (See Jamison's dice rolls unfolded into a narrative in Book 1.) In this, the game is in the spirt of Dave Weslely's
Braunstein game, pre-1980s Referee-driven war games, and original
Dungeons & Dragons, in which adjudication of the rules was often based on circumstances of the characters or troops without always needing to make a roll. This, I believe, is the stew that
Traveller came from.
At it's core I believe that SOC is there for the Player to determine the a point of view for his character in a class based society. (Going back to the first post of mine in this thread, a lot of the SF fiction that inspired
Traveller contained class structured and conscious societies.) If the PC is SOC-4, then he's seen the worlds a certain way. He sees other people at different social classes a different way. It's up to the Player to determined what those ways are. But it is one more hook -- the same as qualities like INT and EDU to build a character who interacts with the world one way and not another way.
In this respect, while I see the value of working out how people in the world might interact with each other, or how efforts to manipulate other folks at the lower SOC values, I think the key point for SOC is first and foremost grounded in the point-of-view of the Player and his or her character. What I find most interesting then is how the Player Character reacts to the class issues around him and how he see himself or herself within different environments.
All this makes sense to me in the core drive of the original game: Men and women who leave behind the worlds they knew, the social networks they knew, and heading off -- for whatever reason -- to become
travellers. A particularly dangerous way of living and rewarding only to a certain types of people. They live outside of society --
and there might be interesting, character driven reasons for that. I assume SOC is part of that reasoning, part of what makes them
characters.
I assume the previous paragraph from the rules and text of Books 1-3. (In particular the last page of Book 3 of the 1981 rules.) I understand that the game has shifted over the years, providing more context for a living, breathing society as a whole (often more cosmopolitan, often less driven by SF adventure fiction.) But what interests me about Traveller is the implied setting and story details found in Books 1-3.
Which is all to say everything I've written above will make no sense and/or be use to anyone who wants to figure out a system for
all situations and circumstances across
all worlds. That is not my focus.
Thus, if a character changes his clothes, adopts new habits, and behaves "above his station" his SOC doesn't change, because at his core his SOC is the same. It is how he grew up and how he knows himself to be. This may or not be "realistic" and there are any number of reasonable interpretations that suggest his SOC
would change. But for the reading of SOC I'm offering it would not, if only because if he behaves one way but knows he's something else, that is terrific grist for the mill for roleplaying and understanding the character.
On the other hand, if a SOC-4 character ends up on a world where no one cares about how he speaks, or his habits he has yet to give up, how does that make him feel? What his life like now? Does he learn to have a special affection for this world? And so on? If he is on a world with an Imperial presence, how does he interact with that presence? Does he turn to it for help if he needs help? Has he decided that he wants no interaction with the society that kicked him out of a service and inspired him to become a traveller? How will the NPC imperial react? They will most likely recognize his SOC (or at least within a point or two of it). The NPC official or noble will reveal something about himself, about the Imperial culture, and so on, based on how he reacts to a traveller he meets far from the more cosmopolitan worlds of the Imperium. All of this is grist for roleplaying moments and opens doors to new situations, opportunities, and obstacles for new adventures.
Again, what I'm speaking of here is a Player Character-driven play, where we keep "the camera" on the PCs and their adventures. I'm not trying to make sense of entire thousand world setting and all the rules attendant to that. I have just enough of that setting for context, and the rest of the details that matter are created between the Players and Referee as needed and desired. Much of the world is built out in play.
We are playing weekly and we will have, no matter what, a finite number of sessions. We are in absolute control of what details we focus on and those detail need only interest us and not strangers who might be interested in something else. Given these constraints, can we keep growing out the setting, focused on the choices and adventures of the PCs without everything flying off the rails because the Referee doesn't have a full setting of situations and social rules for countless worlds in his head? It has been my experience that it works.
But that's my take: The key element for SOC is to help characterize the character, to help him have a past, a point of view as he interacts with the world, and a drive for the future that makes him take actions that most people would never consider.