Ye Olde Fantasy: Social Status

Social status plays a significant role for every character in a pseudo-medieval fantasy setting. Such a society has a very rigid social order, hierarchies of relationships, and classes into which people are born. This provides fictional kinetic energy in the form of players learning these structures, manipulating them, and, most significantly – clashing against them and potentially even changing them.

Keeping in theme with “Ye Olde Fantasy,” this post will not be a history lesson on medieval society. The Middle Ages were a long time, and the world a massive place – it would be impossible to generalize one structure sufficiently for every decade and region.

So, we will do what any good Referee does – handwave and wing it to the degree that it gives our players verisimilitude and interesting setting bits to interact with, but not get lost in the details. I prefer to get setting details through character creation, so before I drone about my interpretation of the three estates and other such subjects, let’s delve into using Social Status in an elf game.

Social Status Score

Every character has a score for social status – typically generated but potentially inherited. Assuming we discover our characters through dice, let’s roll them up a Social Score and see where they land in the realm. I’m assuming 3d6, but feel free to use whatever method you generate stats with – adjusting for the additional statistic if you’re using point-buy or something.

Social Status scoreModifierDescriptionExamples
3-3Dregs/OutcastHeretic, Convict, Cursed, Plague-bearer
4-5-2VagabondWanderer, Beggar, Traveling peddler, Poor itinerant crafter
6-8-1LowlySerf, Unfree laborer, Poor crafter
9-120FreeFree farmer, Tradesperson, Unguilded crafter, Townfolk, Mercenary
13-15+1Well OffWealthy farmer, Merchant, Guilded crafter, Important townfolk, Low clergy
16-17+2ProsperousCourier, Bachelor knight, High clergy, Town official, Guild Master
18+3LordlyPoor landed noble, Knight, Sherriff, Family member to high nobles or aristocracy

The chart, of course, goes much higher – High Nobility, Aristocracy, Popes & Anti-Popes, but for now, the synergy with the B/X-y modifier tables works for starting campaigns.

A Note on Categories

When looking at the rough categories above, it’s worth remembering that I am just applying a fuzzy guide for wrangling PCs and NPCs into hierarchies. In the real world, an individual’s social status may vary massively from what I propose above – some serfs could have higher status than a particularly destitute free person. On paper, a broke knight may have more social potential than a merchant, but if that merchant becomes filthy rich, they’ll start tipping the scale.

So if you drop from a 9 Social Status as a free farmer to an 8, that does not mean you necessarily become a serf, but people will treat you like the equivalent.

Starting Wealth

A super easy way to get the Social Status ball rolling is to optionally adjust a character’s starting wealth based on the result. When using old-school D&D, you can use 3d6 * 10 and then an abacus to calculate the resulting value with the multiplier.

Social Status scoreStarting Wealth modifier
30.125
4-50.25
6-80.5
9-121
13-152
16-174
188

Reaction Modifiers

When encountering other individuals from a feudal society, the Social Status modifier (SOC) is used in addition to any other modifiers when generating reaction rolls. The Referee may call for situations where the modifier table is inverted. For example, their positive modifier may become negative when a pompous noble stumbles into a rough-and-tumble tavern and begins putting on airs.

Of course, one could impersonate someone of higher or lower status – such as through a disguise skill, which only applies when looking the part. One must also be versed in the class etiquette they are presenting as – take a -1 or -5% modifier for every level above/below your social status if rolling to play the part.

2d6 + CHA mod + SOC mod (if appropriate)NPC Reaction
2 or lessBecomes hostile, calls for guards, demands a duel, attacks, etc.
3-5Unfriendly, openly mocks and denigrates PC, may call for them to be ejected
6-8Neutral, may exchange status-appropriate level pleasantries, but unlikely to be an ally or rival without further prompting
9 – 11Indifferent, may recognize PC or accept their company for a time, could become a potential ally if appropriate and beneficial
12 or moreFriendly to the PC, may recognize them, generally amiable

After this initial disposition is set, the NPC’s mood and reaction will fluctuate based on roleplaying, and if you so wish, skill check to abstract the scene away.

Audiences and Contacts

As we can leverage the B/X Monster Reaction table for social interactions, we can utilize the hireling table for requesting an audience with an NPC or looking for someone in another social class. We use slightly different math to account for the fact that someone with higher status can pretty much demand to be seen, for better or worse.

2d6 + CHA mod + (Your SOC mod – their SOC mod)Result
2 or lessAudience denied, NPC probably develops a disdain for the PC
3-5Audience denied
6-8Audience granted as long as PC provides a status-appropriate gift* or performs a favor
9-11Audience granted
12Audience granted, and confer an additional +1 or 5% to any social checks made in the meeting
* gifts will be getting their own little post; for now, assume 100gp times their SOC mod

Maintenance and Adjustments

While some social statuses may be gods-given (or assumed so by the populace), such as the case with the Monarch, most have to spend to retain their status, and one could even get ahead in the hierarchy by throwing around money.

Each category has a rate of living required to maintain status per month. We could adjust the interval, especially for the nobility, who were cash-poor and tended to be pretty regular. But for the purposes of a fantasy adventuring game, let’s initially keep the interval to monthly—adjust to taste with experience.

This money (whatever denomination you prefer) is abstractly “spent” to maintain the characters’ social standing.

Social Status scoreMonthly Upkeep Costs
30cp
4-51gp
6-83gp
9-1212gp
13-1560gp
16-17300gp
181500gp

If one cannot afford their monthly upkeep, they drop by one point of social status or multiple if the Referee determines them to be living in a particular squalor. If they spend for upkeep beyond their current status, they increase their social score by 1.

Note that this assumes peasants “earn” about 1 sp a day (and we’re assuming 100 cp = 10 sp = 1gp), which is… fine for now. Especially given the equipment costs of most of these games, we’ll have a whole big post on the economy that will reframe and revise this.

The 3 Estates Spiel

I highly recommend reading Skerple’s OSR: The Three Estates (although note his own “ranking” is not our Social Status score), or if you have the time, a history book or course. Tl;dr is that there are “Three Estates” that categorize society into three roles:

  • First Estate: the Clergy
  • Second Estate: the Nobility
  • Third Estate: the Commoners

These estates break down further depending on where and when you have differences between Barons and Dukes, Low Clergy and High Clergy, rural peasants and urban townsfolk, etc.

You also have many examples that do not fit neatly into the hierarchy – outlaws, for instance. You might categorize them as the third estate, but they operate literally outside the law and that estate’s assumed role and responsibility. The monarch sits outside (or perhaps above) this hierarchy, but you can shove them on top of the second estate. You also have clashed with the rise of urbanization and mercantilism, where very wealthy peasants began twisting the above assumptions and sometimes even buying their way into the nobility.

We also have yet to answer where fantastical elements fit – elves, wizards, wildland barbarians, and other oddities. I will have a whole post on wizards and what you could do with them, but for now, let’s assume they operate as members of the third estate but are often of higher status as they will play the archetypical advisor role to many nobles. For dwarves and goblins, assume that human feudal society will slot in the outside to whatever equivalent category they have. Elven Exarch of the Yewwood Realm might be considered a Noble, so assign appropriately. “Barbarians” and fantasy nomads – rural folk who operate outside of the feudal system, would probably also slot into their equivalent, but probably a whole category lower (so a “wildlands huscarl” who could arguably be the equivalent of a bachelor knight would be in the “well off” category instead).

Since you are making your setting, you do not have to get super precise (as it was not in the real world). Just know that I’m going to roughly assume a category of Priests and Temples of whatever faith who serve to guide the spiritual well-being of the realm, violent landlords who “protect” the realm, and a class of individuals who do not fit into the above and have to do the work.

Backgrounds

This system will play heavily into two background systems I use for character generation: quick and detailed. Both of these require their post, but for now, this should give an impression of what background a PC could come from, given the rough category. Go with your intuition and talk to your players if questions arise. While I don’t have a real plan or structure for these posts the character generation methods most likely will occupy a large portion of the next few or many or forever posts, judging by the number of notes I have on them.

Ye Olde Fantasy © 2024 by Justin Hamilton is licensed under CC BY-SA 4.0

Ye Olde Fantasy: System Assumptions

Ye Olde Fantasy‘s tools are system-neutral – I have run many campaigns in my pseudo-medieval setting using various rules – Original Dungeons & Dragons, Into the Odd, Basic Role-Playing, OpenQuest, and often a freeform Free Kriegsspiel style game.

So, it would be easy for me to handwave and say, “Just run this however you’re going to run it,” but I have been on the reader side of such text before, which has always frustrated me. I will not write a whole new system, but I will tell you what I will assume. I will also explain why I rule situations the way I do, so hopefully, this will broaden the applicability of these systems with a bit of interpretation.

I will assume you’re running something like a variant of old-school Dungeons & Dragons, one of its more stripped-down cousins like Into the Odd or Cairn, or a version of RuneQuest/BRP. If you’re not – then you’ll need to adjust these tools, but I will guide you with the intent of each system to make that easier.

Attributes

I assume you’re running a game with an attribute equivalent. What those are doesn’t matter much other than they represent your character—typical stuff like Strength, Intelligence, Charisma, and the other usual suspects. I suggest adding an attribute (if your game does not have it) in Social Status, which will get its own post.

In some places, I may say, “Make a Strength check.” This might be a d20 roll under, maybe it is Strength x 5 on a d%, or perhaps you don’t have a “Strength” score and use tags with 2d6 vs. 8, and you decide your tag of “Brawny” applies +1. Whatever that may be, you need a way to make a check against this stat and get success, failure, critical success, or critical failure. I’ll say what I do in these situations, but I suspect you already have your version of such checks.

Skills

Here’s a contentious topic for the old-school D&D crowd. I will mention skills in a few places. For example, as part of lifepaths, I may say, “Take Athletics,” or “Roll Lore to try to get into the Academy lifepath” with pass/fail events. I use skills in a lifepath generation system, as well as downtime. I’m not telling you that you must use an extensive skill list; note how they’re used in their particular subsystem. If you instead prefer to have a background tag, then when you roll up that you were a Turnipmancer, you can write that as a tag on your sheet and trust your table to rule that you’re able to do Turnipmancy effectively without the discrete skill.

Since BRPs already have a skill system, I’ll propose a system for use with old-school D&D if you wish (of course, aside from the Search and Listen at Door and Thief Skills and all other skills already existing in D&D :P). The tl;dr, if you don’t want to wait for/read that post, is “use the Traveller-style system that Kevin Crawford uses, like in Wolves of God or Worlds Without Number.”

Saving Throws

Saving throws are also mentioned but in a general, non-specific fashion. I may say, “Make a save vs. poisoning by your chancellor”- likely to be D&D’s classic Save vs. Poison. In OpenQuest, this is the Resilience skill. Sometimes, I’ll get more out there; I know I have a “save vs. your cottage being burned down,” which might be Save vs. Breath. Or it’s a skill check to stamp out the fire. I enjoy leaving it as an exercise for the player to say how they respond, but that might be annoying, so I might get more precise as I write these. Comment when these come up if they infuriate you.

Classes

While I love D&D’s archetypical class system, I no longer play too many campaigns with it, preferring to let everyone do everything (in the context of how they play). So, I will not make assumptions about any specific class, but I will suggest a few places where the B/X standard classes may come into play if you use them. For example – when to take a class using the lifepath character generation system, adding Magic-User levels to the Summoning or Alchemy systems, etc.

Levels & Experience

Hand in hand with classes – I will not assume levels but mention where they could apply. Levels are a great abstraction, mainly when using classes, but they are optional for the kinds of games I run. Any form of advancement and progress should work hand-in-hand with these. It’s your game, and it can be great to get your table on board with the “goal” of the game through an advancement scheme. But you can also eschew that and trust players will strive for what we all find interesting.

Onward

That covers it, so let’s move on to our first proposed subsystem for use in a pseudo-medieval fantasy game – the Social Status attribute.

Ye Olde Fantasy © 2024 by Justin Hamilton is licensed under CC BY-SA 4.0

Ye Olde Fantasy: Introduction

“Ye Olde Fantasy is my working title for a long-running project to build up a pseudo-medieval toolkit for fantasy adventure gaming. This supplement provides games with quasi-historical flair but is not obligated to complete accuracy. There is a place for historical accuracy, but I am looking for games of dungeoneering that progress into Crusader Kings plus wizards and dwarves.

I am by no means a historian. While my bookshelf overflows with pop history books, and I have taken classes on medieval history and done many of the usual video lectures on the period, I am a novice. While reading a book or watching a course, I often must completely reverse my basic assumptions. So, take my claims with a massive grain of salt, and please let me know where I can improve.

Playing in quasi-medieval settings for fantasy gaming has always appealed to me. There is something to swords and sorcery, given that its tropes predate the hobby and still dominate it. Still, other exaggerations of the “Middle Ages” add further enrichment and impetus for fantasy hijinks. Weird hierarchies of agreements, often broken or betrayed. Peculiar forms of taxation with charming loopholes. A large church is swinging its weight around with varying degrees of success. Schisms and Anti-Popes. Saintly relics and Chaucer-esque pilgrimages. Peasant revolts.

And most importantly to me – a slightly more focused attention on how society works. The implied setting of OD&D is a fantastic fever dream I love to return to repeatedly, but it does not feel like people could function in it. Not that I think you need such attention to detail – the implied worlds of classic D&D have stood the test of time. Still, I am not the first to feel this way – there is an anecdote that Greg Stafford, acquiring an early commercial copy of the game, wondered how people could live in such a world. It does for me what I Cast Light sometimes refers to as “French Vanilla Fantasy” – where you have shared, accessible assumptions and twist them just enough to make it feel unique or unusual.

I decided to stop pretending I would write these as a tightly edited book. I have very little time for my other hobbies. By turning them into posts, I can produce them quicker, and while they may be a bit janky, they’ll at least be what I’m using at the table. Feedback is greatly appreciated.

Isn’t D&D already medieval? No, it’s not: this post covers some great reasons. Why not play a system more oriented toward this style? Why not HarnMaster, Chivalry & Sorcery, the Osprey Games, Mythras, or OpenQuest? That gets right to the heart of these tools. They do not have pilgrimage generators, no means for building a barony, or other flavorful procedures. These posts are my take on providing such systems.

In the next post, I will discuss some mechanical, system-level assumptions. These tools are system-neutral but come with some baked-in assumptions related to adventure gaming.

Ye Olde Fantasy © 2024 by Justin Hamilton is licensed under CC BY-SA 4.0