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General Breaking down SOC

Spinward Scout

SOC-14 5K
Baron
I've posted before about SOC here: https://www.travellerrpg.com/threads/build-your-soc.44486

But there's got to be a way that doesn't just make it a rehash of Charisma from D&D.

Of course, you have Nobility Rank overriding anything else, but how are these for additions to SOC.

This is what ChatGPT spat out to me when I asked a couple of questions. I'm wondering if these could be used as Modifiers to SOC.

Say, a +1 for each? But how do you justify having it?


Influential – suggests they shape opinions and set trends.
Well-connected – emphasizes their strong social/professional network.
Socially prominent – neutral, professional phrasing for someone who stands out in group dynamics.
Trendsetter – implies they set the pace others follow.
Cultural insider – works well in workplace or community contexts.
Esteemed peer – respectful, less casual, highlights group belonging and status.
Key stakeholder / key player – if it’s in a business or organizational setting.
Elite circle member – formal way to capture “in-crowd” without slang.


Business / Professional Context

Key player – emphasizes their role in important decisions.
Influencer (or “industry influencer”) – common in marketing and thought-leadership contexts.
Well-connected professional – stresses networks without sounding cliquish.
Recognized leader / respected peer – highlights esteem and authority.
Trendsetter – works in creative, fashion, or innovation industries.
Core member of a high-profile group – polished way to say “in-crowd.”
Thought leader – if they shape how others think in a field.


Social / Academic Context

Socially prominent – professional but fits student/community contexts.
Well-regarded peer – emphasizes respect from others.
Cultural insider – acknowledges group belonging without slang.
Influential student / influential figure – captures “cool” without informality.
Respected member of the community – neutral, non-slang.
High-status peer group member – formal phrasing for “in-crowd.”

____
These are some other ideas

Professional Standing
Family Influence or Money
Attractiveness & Fashionable
Personality & Interactive

What do you think of all of these?
 
So I think the disconnect between Soc and position in life (of specific planned NPCs) comes from the idea that Soc is rolled in the manner of other stats. For an NPC with a certain role in life, rolling Str is fine, but a corporate magnate's not going to have a 2 Int without some exceptional circumstances that will change the character significantly. Easier to re-roll or assign a value. Likewise, for an NPC in a position, the Soc should be assigned based on the position rather than rolled and modified as for PCs, who get lots of Soc mods in chargen, but can get Soc modified in play by various circumstances.

A better chart would be NPC Role vs Soc, with things like randomly encountered drifters being 2-4, but banking magnates being 9-11, and then you can finesse that by how deep their contact networks are, how well-respected they are in their field, and so on.
 
I dress pretty young, even though I'm over 50. But I've been told I clean up nice.

I think there could be temporary SOC Modifiers. And maybe it's just Bane and Boon. Maybe it is more than that.
Deception skill, or performing arts.* Chained task to tailor/makeup artist.

‐-----
*probably have the names wrong, but you get the idea.
 
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I definitely think there should be at least a split between personal influence and social influence, call them what you will. I try to use both Social Standing and Charisma The problem with RP games is getting too far down the granularity rabbit hole.
As does TNE, and as is right and proper.
 
I dress pretty young, even though I'm over 50. But I've been told I clean up nice.

I think there could be temporary SOC Modifiers. And maybe it's just Bane and Boon. Maybe it is more than that.
Soc is an interesting stat, but if changing your track suit for a tux bumps it by 3 points, maybe its not adequately explained. Or maybe the designers assumed everyone knew that a Duke never dresses down?
 
But there's got to be a way that doesn't just make it a rehash of Charisma from D&D.
Chr is mostly about interactions and perceptions/appearances.

Soc is mostly about a pecking order. At least that's how it looks in Traveller.

There may be some overlap & similarities between the two in some situations, and there might even be misunderstandings if the situation warrants it.

I'm trying to keep it simple, but thinking on it a little, they both also have a little complexity, because part of Chr is personality while part of Soc is your place, or perceived place, in society compared to others in the same society.
 
I have quite a few takes on SOC as social rank.

SOC influences finance/borrowing rolls. A Traveller of SOC A+ breeding should pay back that loan, plus a heaping helping of Good Old Sophont networking. Fails to, financial scandal and dropping SOC.

SOC DMs getting access to powerful people, social events, rooms where decisions are made.

While not usually a focus of the space noir style, it should impact who ‘can’ marry who, who is a good catch, perhaps drives characters to make good to win their love.

On a wider note, perhaps a character campaign goal consists of improving or regaining SOC. Derring do in the Navy during service could be a tool, such as Reinhardt in LOTGH.

SOC could influences the hassle roll. LL +7 -SOC= hassle roll, but technically also means bribery could be harder for the upper classes.

For an extreme take the same formula could be applied to what LL applies to SOC level and thus what weapons are allowable. The baron may be toting a laser pistol because m’lord obviously needs protection while the lower classes are disarmed.

Flip side, upper crust types can’t streetwise worth a damn while a lifetime of being a gravrat endows one with a natural working knowledge of underground information/resources. Streetwise DM of +7-SOC.

Reaction rolls- the greater discrepancy between SOC levels, the more negative the DM and the closer the more positive.

Reaction DM + 3 - SOC difference. Exception, natural 2 or 12 are taken as is, sometimes reaction transcends class.

None of this involves charisma, strictly class resources, cultural observances and tribalism.
 
I have quite a few takes on SOC as social rank.

SOC influences finance/borrowing rolls. A Traveller of SOC A+ breeding should pay back that loan, plus a heaping helping of Good Old Sophont networking. Fails to, financial scandal and dropping SOC.

SOC DMs getting access to powerful people, social events, rooms where decisions are made.

While not usually a focus of the space noir style, it should impact who ‘can’ marry who, who is a good catch, perhaps drives characters to make good to win their love.

On a wider note, perhaps a character campaign goal consists of improving or regaining SOC. Derring do in the Navy during service could be a tool, such as Reinhardt in LOTGH.

SOC could influences the hassle roll. LL +7 -SOC= hassle roll, but technically also means bribery could be harder for the upper classes.

For an extreme take the same formula could be applied to what LL applies to SOC level and thus what weapons are allowable. The baron may be toting a laser pistol because m’lord obviously needs protection while the lower classes are disarmed.
TNE allowed high SOC characters to bypass homeworld limitations on skills during chargen. High SOC also helped get commissions (or made them automatic), especially in military careers and often helped promotions. However, once in play there are no solid rules for its use - it has no skills based off it, and no listed effect on their use, etc. - how to take it into consideration is entirely up to the referee.

Flip side, upper crust types can’t streetwise worth a damn while a lifetime of being a gravrat endows one with a natural working knowledge of underground information/resources. Streetwise DM of +7-SOC.

Reaction rolls- the greater discrepancy between SOC levels, the more negative the DM and the closer the more positive.

Reaction DM + 3 - SOC difference. Exception, natural 2 or 12 are taken as is, sometimes reaction transcends class.

None of this involves charisma, strictly class resources, cultural observances and tribalism.
A lot of this is how Streetwise and Savoir Faire work in GURPS.
 
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