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Re-reading Dune, Houses in Traveller

Clearly not houses as in a thing made out of brick but House as a ruling family of a planet / planets etc.
It seems that in a clearly feudal system like traveller there is scope for the various nobility of appropriate Soc to belong to one or another House which are maneuvering against each other for favour with the Emperor or even to be the Emperor. Has anyone thought this through for Traveller before? Are there any hints of this in the OTU?
Thanks
John
 
Some fair and close comparatives to the Traveller's MegaCorp families have been made in the past. I seem to recall the discussion raised again not long. Might have been on the SJG Forums.
 
The Houses in Dune are quite powerful. I'd call it a strong fuedal culture.

Traveller's culture has always struck me as a soft fuedal culture. It's there, but it also makes room for world governments of many types. And, when politicians from these worlds move out into the void, away from their homeworld, their beliefs probably dirty the water that binds the Imperium together.

Take a politician from a democratic world. Once elected to be that world's representative to go before the sector Duke, he probably takes on a title of Baron as required by Imperial fuedal law. I can see that Barony be only a title on that world--not a traditional Baron at all--with the title being formally bestowed upon the next person to take the office when the term expires.

There's probably all sorts of these types of hybrids in the Traveller universe--the melding of local and insterstellar policitcs.

It's quite facinating to consider, really.



Come to think of it, there's probably the reverse of what I've said above too. A world with a strong fuedal society like that shown in Dune. The world's leader is a king. But, under Imperial law, his title is that of Baron.

"Welcome his majesty, King Froopiad, lord of the seven pillars, baron of Argus, holder of the sacred crown, knight of the four paws."

This person is probably quite baffled or frustrated at the loose fuedal culture that the Imperium must have to accomodate all the different world governments.

It also indicates that the "loose-ness" of this Imperial fuedal culture becomes more rigid the higher one climbs the ladder. I would not be surprised if the relationship between the dukes, archdukes, and the emperor are not unlike what is shown in Dune at all. While, at the lower levels, those nobles are more "watered down" with people that hail from varied political systems.

As I said above, it's a facinating thing to contemplate.
 
I’ve never thought of the 3I as homogenous. At the periphery (like the Spinward Marches) great noble houses are rarely important, but in the central reasons (especially on Capitol) such structures and heavy politicking are part of daily life.
 
If you're interested in adding this to your game, I'd really suggest getting GT Nobles. It's well written and doesn't have a lot of GURPS rules so its easy to add to your game.

It might be easy to add to an area of space with small states. Each house could control various systems. The game Fading Suns uses this as one basis for the game. Its obvious that Dune was a module one of the houses strongly resembles House Harkonnen.

Mike
 
Can anyone suggest a good set of rules to simulate merchanically this sort of political intrigue?

Most political games (including Traveller Pocket Empires) give one party to each player and the intrigue isn't mechanically simulated, it's role-played between the players.

That's fine, but it doesn't work for a solo game. I'd like to find a rule set that decides matters of intrigue by roll-play instead of role-play. Does GT Nobles do this?
 
Jihad focuses on the jihad itself, not so much the house-to-house politics. (Tho' any of the three BWHQ games could handle it well.)

If you're looking for solo-play, good *ing luck...
 
Can anyone suggest a good set of rules to simulate merchanically this sort of political intrigue?

Most political games (including Traveller Pocket Empires) give one party to each player and the intrigue isn't mechanically simulated, it's role-played between the players.

That's fine, but it doesn't work for a solo game. I'd like to find a rule set that decides matters of intrigue by roll-play instead of role-play. Does GT Nobles do this?

I wrote some political influence rules which appeared in Milieu 0.
 
Milieu 0 is a book I don't have - yet. Were these rules significantly different from the power play rules that appeared in Pocket Empires? I'm just fishing for sufficient information to decide whether the book is worth chasing. :)
Cheers.
 
Yes, completely different. The rules in Milieu 0 are designed for interaction between individual politicians (PC and NPC), while the ones in Pocket Empires are designed to work at party level.
 
You could simulate each faction as a character.

STR is their military power (or propensity to hire mercenaries/assassins/whatever)
DEX is their reaction speed, how quickly they act and react as a group
CON is their economic power (and their ability to bribe)
INT is their ability to make clever plans and scheme against the other factions
EDU is the about of knowledge (including confidential/compromising) information they have
SOC is their standing in court and their popularity

Then come up with a bunch of skills for factions, and voila...

(okay, easier said than done, but you get the idea...)
 
The main difference between Traveller and the Feudal System...is that it is based upon the Roman Empire. Here Houses were powerful but not as powerful as they were in the Rennaisance nor the Classic Feudal era. Houses were more dynastic devices to keep the plutocrats in place and because the Imperium has a Service Nobility...basically it nulls potential conflicts between Houses. However, that said...the Emperor has always to curry favour with those who hold the resources...and here becomes the game of diplomatic intrigue...add in so-called independent agencies such as the Imperial Navy or social movements such as SSM...then you get a real cauldron of politics in the Imperium at the highest levels.
 
There's a d20 book called Dynasties and Demagogues. That might have something in it. It's pretty good. I have it.

Mike
 
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