But wealth and social influence are generally a lot more versatile than any single skill. So while the effect is similar for stats and skills and bennies, it is very much not the same.The same holds true for all the other stats, skills and benefits - any many give one PC greater 'screen time'...
Mind you, a character with high stats and a wide range of skills can be a pain to adventure with if his skills just happen to overshine those of your own character.
...the nobility stuff is akin to a PC who winds up with a multi-MCr ship and very high deception ability. <shrug>
True. It's no coincidence that in a previous post I mentioned the arbitrary allocation of ships as an example of a similar feature. Later versions of Traveller eased that problem a bit by the introduction of ship shares.
The rules are not designed to really produce 'balanced' characters for any given setting, even the OTU. It is nonsensical to impart such a mentality on the random character generation. The only way for that to work is if random rolls were offset by non-random countering adjustments. I.e. the sum of all stats would have to be equal, or consistently offset by other rules. The sum of all skill levels would have to be the same - regardless of age. Etc.
No it isn't. You can certainly get unbalanced parties even without making one of them a lot richer and of higher social standing than the rest. But you automatically do it when you make one of them a lot richer and of higher social standing than the rest. Therein lies the big difference.
If a plot requires a Duke, I don't randomly roll till I get a Duke - I make up a Duke NPC. Likewise, if an adventure/campaign or whole setting is founded on the premise that the PC party are all low on the social scale - then it is the Ref's job to make it so. Either adjudicating limits/options before or during chargen, or providing some adjustments later.
But if the campaign premise is that a bunch of randomly generated adventurers join up and have adventures, there's no rationale for excluding any randomly generated character. Except that the character doesn't fit with such a concept. Which is what I've been saying all the time. A rich noble doesn't fit with such a concept. Claiming that it's up to the referee to correct the problems the rules generate doesn't prove that they don't generate problems, now does it?
An RPG is not a computer game. A ref who can't adjust the rules nor adjust to them has, by definition, not learned how to be an effective ref.
Very true. But it's the less effective referees that really need the support of good rules. And, once again, the fact that a good referee can compensate for shortcomings of the rules doesn't mean that it doesn't matter if the rules have shortcomings.
Marc liked nobility in his game and built it into chargen. Marc has an idea how nobility 'works' in his setting, and it only has as much to do with other folks' notions - published or otherwise - as he decides.
Only if his ideas are logically self-consistent and make for a good game.
All I hear is that the book states PCs could end up with some Credits, a title and some potential connections. Extrapolating this to automatically include entourages and social power that precludes adventuring is a self limiting choice. The same counter productive logic could be argued for any other PC 'advantages'...<shrug>
"Some credits"?!? A paltry couple of megacredits a year, you mean?!? And assuming that high social standing works the way it has worked in every historical society we know of[*] is hardly "extrapolating" anything. If Marc wants to create a funhouse mirror society where basic human nature doesn't create social distinctions and the behaviors inherent in such, he should give us an explicit description of it.
[*] That's every society we know of that has had marked social differences; it doesn't include societies without marked social difference.
Hans