<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Pontificating on Says Who</title><link>https://mtb-za.github.io/says-who/tags/pontificating/</link><description>Recent content in Pontificating on Says Who</description><generator>Hugo</generator><language>en-ca</language><lastBuildDate>Fri, 24 Jul 2026 14:18:00 +0000</lastBuildDate><atom:link href="https://mtb-za.github.io/says-who/tags/pontificating/index.xml" rel="self" type="application/rss+xml"/><item><title>Traveller is not a Feudal Setting</title><link>https://mtb-za.github.io/says-who/thoughts/2026/07/traveller_not_feudal/</link><pubDate>Fri, 24 Jul 2026 14:18:00 +0000</pubDate><guid>https://mtb-za.github.io/says-who/thoughts/2026/07/traveller_not_feudal/</guid><description>&lt;p&gt;Traveller&amp;rsquo;s rules imply a great many things about the setting, but there are two that are tossed out as being true:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Traveller is &amp;ldquo;Age of Sail in SPAAACE!&amp;rdquo;&lt;/li&gt;
&lt;li&gt;Traveller is &amp;ldquo;Feudalism in SPAAACE!&amp;rdquo;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Addressing the first one first:
This is an easy claim to back up, and is primarily due to the speed of communications in the setting.
When everything is at least a two-week round trip away at best, you end up with a setting that has various far-flung posts that are linked by the vessels that are carrying the messages.
This is indeed reminiscent of our own history prior to the invention of the railway and the telegraph.&lt;/p&gt;
&lt;h2 id="feudalism-in-traveller"&gt;&amp;ldquo;Feudalism&amp;rdquo; in Traveller&lt;/h2&gt;
&lt;p&gt;The second topic is a little more fraught, because most people making the claim have not looked into how feudalism works.
The main reason given is that the Original Traveller Universe, Charted Space, has an Emperor/Empress and a series of nobles that are below them.
This is enforced in character generation where PCs can end up with noble titles of varying ranks.
We run stright into the issue that most people making the claim that Traveller is feudal have not looked further than the presence of noble titles and the described society being stratified in order to declare it feudal.
&lt;em&gt;GURPS Traveller: Nobles&lt;/em&gt; is a fairly in-depth look at how this might look, but is not being considered in this blogpost, because looking outside a given canon is often fruitful.&lt;/p&gt;
&lt;p&gt;A simple counter-example should be enough to prove that the presence of nobles is not sufficient:
there are still monarchies with peerages extant today, but outside overly histrionic rhetoric, no one is accusing Norway and the UK and Belgium and Thailand and Japan as being &amp;ldquo;feudal&amp;rdquo;.
These kingdoms or empires may no longer be absolute monarchies, but they could very easily still look like Traveller, especially before the rise of the more modern business class as the main movers and shakers.
The UK is probably the simplest example to point at, where a number of knights and other ranks of the peerage are still found at the heads of companies, in the judiciary, public service, and in the armed forces.
Accordingly, it makes a fairly straightforward model for how many of these noble titles might be bestowed.&lt;/p&gt;
&lt;h3 id="the-peerage-of-the-united-kingdom"&gt;The Peerage of the United Kingdom&lt;/h3&gt;
&lt;p&gt;This is a very high-level overview of a large topic, focused largely on the current situation that is the end result of a few hundred years of messiness, not a carefully planned system created by logical actors.
Within the peerage of the UK there is a distinction between hereditary and life peers.
Life peers are created for the length of their lives, whereafter the title is not passed on to anyone.
Many of these are &amp;ldquo;routine&amp;rdquo; peerages awarded for holding a particular public position.
This is common for mayors, judges, certain members of the House of Commons (on retirement) and so on.&lt;/p&gt;
&lt;p&gt;Hereditary peerages are less common (the last non-royal peer was created in 1984).
These, as the name suggests, can be inherited on the death of the incumbent.
Recently (April 2026), hereditary peers have been removed from the House of Lords, which is now made up of life peers (and the Lords Spiritual &amp;ndash; various senior archbishops) only.
These were more common in the past.&lt;/p&gt;
&lt;p&gt;This &amp;ldquo;two-tier&amp;rdquo; approach, while simplified, is worth considering for a Traveller-ish setting: most PCs are likely to be life peers.
The various important NPC nobles are more likely to be hereditary, which does not &lt;em&gt;really&lt;/em&gt; matter, but does often mean that a PC will not have a rich and noble family.
(This does raise some questions about them &lt;em&gt;starting&lt;/em&gt; with high social status, which is how rank is conferred, to which I say&amp;hellip; Look behind you! A three-headed monkey!)&lt;/p&gt;
&lt;h2 id="rethinking-feudalism-in-traveller"&gt;Rethinking &amp;ldquo;Feudalism&amp;rdquo; in Traveller&lt;/h2&gt;
&lt;p&gt;There are two main ways to course correct the non-feudal nature of Traveller with the existence of noble titles and so on that occur to me:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Using a setting that is non-feudal but has nobility&lt;/li&gt;
&lt;li&gt;Using a setting that leans into what feudalism is (maybe)&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Some suggestions for each follow:&lt;/p&gt;
&lt;h3 id="1-post-napoleonic-europe"&gt;1. Post-Napoleonic Europe&lt;/h3&gt;
&lt;p&gt;The early/mid-1800s are an interesting time to look at emulating from the social side of things.
A large war has just ended, so a large number of veterans are now looking at what to do next, having been pensioned off as various countries look to repay war debts and so are downsizing their armies.
At the same time, there are a large number of overseas colonies (for many different European countries: Britain, France, Sweden, the Netherlands, Spain, Portugal all had some).
These places are weeks to months of travel away, and it is easy to get lost there and start a new life in the off-world colonies.
So we have a core of veterans who do not really fit into their original society any more out to try and make their fortunes!&lt;/p&gt;
&lt;p&gt;How do the nobility tie into this?
Most officers in the army and the navy will be nobles&lt;sup id="fnref:1"&gt;&lt;a href="#fn:1" class="footnote-ref" role="doc-noteref"&gt;1&lt;/a&gt;&lt;/sup&gt; and almost all senior officers will be.
The practice of purchasing commissions is prevalent, meaning that many officers are not actually trained as officers but are so due to birth and wealth.&lt;/p&gt;
&lt;p&gt;The overseas holdings are far enough away that whomever is in charge needs to ideally be two things: competent and trustworthy.
Competency is optional but good to have, but someone needs to be trustworthy to be made a governor or similar.
Anyone who is not trustworthy will be removed before they can cause too much trouble, usually by promoting them up to something at home.
Someone incompetent will eventually be replaced, but it may take longer, especially if they have competent underlings.&lt;/p&gt;
&lt;p&gt;So, our setting looks something very much like Traveller&amp;rsquo;s default assumptions:
the people (nominally) in charge of systems are various nobles or possibly associated with a large company (vide: the East India Company and Hudson&amp;rsquo;s Bay Company, which often had titled directors and such anyway), these places are isolated and far from quick help, and there are a bunch of war veterans floating around looking for the main chance.&lt;/p&gt;
&lt;p&gt;There is more that can be said about the Post-Napoleonic world &amp;ndash; I suggest looking at the liberation of South America in the early 1800s for some ideas &amp;ndash; but leaning more into the weirdness and the changes during that time is well-worth the effort.&lt;/p&gt;
&lt;h3 id="2-a-more-feudal-union"&gt;2. A More Feudal Union&lt;/h3&gt;
&lt;p&gt;Looking the other way, what does a more feudal setting look like?
First of all, the existence of feudalism as a concept at all is at least somewhat debated amongst academics&lt;sup id="fnref:2"&gt;&lt;a href="#fn:2" class="footnote-ref" role="doc-noteref"&gt;2&lt;/a&gt;&lt;/sup&gt;.
That said, the mediaeval period is governed by intensely personal relationships.&lt;/p&gt;
&lt;p&gt;This is because all of the fealty that is paid is paid &lt;em&gt;to a person&lt;/em&gt;.
You are swearing to follow a specific person, and in return, they have responsibilities to you.
Usually those responsibilities are to protect you from external threats, from the threats of your peers or similar things, while your responsibility is to support them through force of arms and possibly through financial means.
This means that once your person dies, you are in theory free to switch your allegiance to someone else.
If you arrange things correctly, it might even be &lt;em&gt;before&lt;/em&gt; they die, but this might well hit your reputation: you potentially broke your oath.&lt;/p&gt;
&lt;p&gt;This means that the span of command by various people is much lower: because they are all personal, if you are unable to respond to that person, then you have no obligation to them.
While it is possible to have multiple layers of this relationship, it will by necessity end up being relatively flat, which is likely to make whatever polities can form be smaller than the 11 000 stars of the Third Imperium.&lt;/p&gt;
&lt;p&gt;Leaning in this direction for a Traveller setting is one that relies more heavily on repeated patrons, ideally with the PCs being actually sworn to one of them.
This gives a large amount of adventure fuel, where a given NPC can push things in a particular direction because they are obligated to do so by their own oaths.
At the same time, the PCs will likely have people beholden to them in various ways.&lt;/p&gt;
&lt;p&gt;This patchwork of vassals is going to lead to less standardised structures across the board in favour of the organisation that a given leader is able to build up and maintain.
Armies will vary in size, they will be non-uniformly equipped, and they will be loyal to their leader more than the goal.
The biggest effect here is that even a large army is going to be made up of various commanders and their subordinates who are going to listen to their leader, not necessarily whomever is in charge of the whole army.
This means that said leader will need to negotiate to ensure that their followers are kept happy.
While the above is talking about large armies, the same effect is replicated all the way down the chain: because leadership is personal, that means that those personalities need to be kept placated.
The most common way to do this is by providing gifts to your vassals.
In many cases these gifts are control over important things (positions in court) and places (such as strategic castles).
The giving (and removing) of these gifts is an important part of the power play in a feudal society at all levels.
Where a king might be awarding the entire western march to a trusted vassal, that vassal may give a specific castle to a vassal, who will appoint someone that they trust as castellan to run the castle on a day-to-day basis.&lt;/p&gt;
&lt;p&gt;A big part of the game then becomes what your liege is offering for you to do a particular thing.
While you might not be able to actually refuse, you can certainly hold out for a bigger gift, within limits.
This management means that campaigns of any kind can fall apart rapidly if gains are not made and not handed out &amp;ldquo;fairly&amp;rdquo;.
A good example is by looking at the Crusader armies in the Levant: more than one siege had one or other commander take their troops and go do something else because there was no agreement about who would be in charge after the city was captured&lt;sup id="fnref:3"&gt;&lt;a href="#fn:3" class="footnote-ref" role="doc-noteref"&gt;3&lt;/a&gt;&lt;/sup&gt;.&lt;/p&gt;
&lt;p&gt;The relatively small limits of control mean that standing armies of significant size just do not exist.
A given noble will have a relatively small force of permanent retainers, who are also trusted with various other things.
This force is often the most reliable fighting force as well, since they can actually spend the time training and similar, not running an estate or similar.
They are also useful people to know, often having quite direct access to their leader, which means that getting them on your side can help influence said leader.&lt;/p&gt;
&lt;p&gt;Another blow against standardisation is that each combatant is expected to provide their own gear, often with certain minimums.
This will look different in different places, depending on requirements.
As an example, a polity will need spaceships, which are big and complicated enough that a particular region might be required to maintain and crew a certain number of ships&lt;sup id="fnref:4"&gt;&lt;a href="#fn:4" class="footnote-ref" role="doc-noteref"&gt;4&lt;/a&gt;&lt;/sup&gt;.
A smaller location, unable to maintain a vessel may be required to provide a certain number of people with a certain level of equipment.
Failing to do so may require payment of a fine to hire or equipment the equivalent.
Note as well that these are &lt;a href="https://lonely-star.bearblog.dev/no-more-peasant-armies/"&gt;not a &amp;ldquo;peasant army&amp;rdquo;&lt;/a&gt; either, even if they are not all noble-born: they will be practiced fighters who are looking to use their capacity for violence as a leg-up in society, because if they get noticed by the right people, they will be getting those gifts of important positions and valuable real estate.&lt;/p&gt;
&lt;p&gt;For those readers who know the OTU reasonably well, this might all sounds somewhat familiar, because this is quite similar to how the Vargr are described&lt;sup id="fnref:5"&gt;&lt;a href="#fn:5" class="footnote-ref" role="doc-noteref"&gt;5&lt;/a&gt;&lt;/sup&gt;!
So, if the usual backdrop of the Third Imperium is decidedly &lt;em&gt;not&lt;/em&gt; feudal, there is still a polity next door that pretty much &lt;em&gt;is&lt;/em&gt;: the Vargr Expanse.&lt;/p&gt;
&lt;h2 id="conclusions"&gt;Conclusions&lt;/h2&gt;
&lt;p&gt;There is more that can be said about how a feudal society might work in SPAAACE, but it would certainly not look like the common conception of Traveller&amp;rsquo;s setting (or rather, the Third Imperium within that setting).
A proper conversion of a medieaval feudal system would make for a compelling backdrop: because power is personal those persons with power need to be fleshed out and engaged with in order to get ahead.
Simply having money does not confer direct status or power and is likely to just make one a target as this is an independent power base not part of the actual structure.
The above discussion also does not address the incredibly deep roots and importance of the Church to feudal society; translating that into a SF setting would need some additional work, but is crucial.
The church was, to a large extent, the source of legitimacy of various lords (while also being a thorn in their sides), as well as what passes for professional bureaucracy in Europe&lt;sup id="fnref:6"&gt;&lt;a href="#fn:6" class="footnote-ref" role="doc-noteref"&gt;6&lt;/a&gt;&lt;/sup&gt; (as a virtue of being more highly literate and numerate than the average), and so should not be ignored.&lt;/p&gt;
&lt;p&gt;This is all to say that even within what the core Classic Traveller gives us as background, there is room to be much more creative through greater accuracy.
I would still contend though, that Traveller in general is firmly Age of Sail, that is to say Early Modern to Post-Napoleonic: absolutely not feudal.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Thanks also to Havoc of &lt;a href="https://lonely-star.bearblog.dev/"&gt;Lonely Star&lt;/a&gt; for proof-reading an early draft and giving some excellent suggestions from our mutual interest in mediaevalism.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;div class="footnotes" role="doc-endnotes"&gt;
&lt;hr&gt;
&lt;ol&gt;
&lt;li id="fn:1"&gt;
&lt;p&gt;I happened to be looking at &lt;em&gt;CT-AM1 Aslan&lt;/em&gt; and it had a fun wrinkle on this: there is a separate career track for Space and Military Officers, compared to enlisted.
These have a social characteristic minimum requirement and the enlistment roll is more difficult than the normal Space and Military one.
Should an enlisted PC succeed on a commission roll, they shift sideways into the officer career and set their social characteristic to the minimum required.
This is a really nice way of doing things: a random knight is not going to be a private, but will gain a commission as at least a junior officer.
The skill lists have a couple of very minor changes between enlisted and commissioned, but these could be broadened.
In general, I think that this is some very nice design that should be used more widely when folks are making their own careers for CT.&amp;#160;&lt;a href="#fnref:1" class="footnote-backref" role="doc-backlink"&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id="fn:2"&gt;
&lt;p&gt;&lt;em&gt;&lt;a href="https://academic.oup.com/book/47420"&gt;Fiefs And Vassals: The Medieval Evidence Reinterpreted&lt;/a&gt;&lt;/em&gt; by Susan Reynolds is one of the more prominent works discussing this.&amp;#160;&lt;a href="#fnref:2" class="footnote-backref" role="doc-backlink"&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id="fn:3"&gt;
&lt;p&gt;This squabbling over the prizes that were yet to be won led, in part, to more than one crusade in the Holy Land failing to achieve very much of note.&amp;#160;&lt;a href="#fnref:3" class="footnote-backref" role="doc-backlink"&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id="fn:4"&gt;
&lt;p&gt;The captain may still be chosen by their liege, and then they are responsible for raising a crew, who had certain weapons that they were required to bring.
In a Traveller-ish setting, that might mean that all crew are required to bring a cutlass, a vacc suit and a rifle or carbine, getting fined if they do not bring it.
See &lt;a href="https://www.vikingeskibsmuseet.dk/en/professions/education/knowledge-of-sailing/the-ships-crew/crewmembers-in-the-viking-age"&gt;this summary&lt;/a&gt; from the Viking Ship Museum for details.&amp;#160;&lt;a href="#fnref:4" class="footnote-backref" role="doc-backlink"&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id="fn:5"&gt;
&lt;p&gt;From the CT Alien Module focusing on the Vargr: &amp;ldquo;Since there is little respect given to formal authority figures who do not derive their authority from a high charisma, respect decreases rapidly as authority becomes more remote. It can basically be said that Vargr attach little importance to a title, office, or position, and a great deal of importance to the essential character of the individual occupying that position. A distant leader, no matter how personally able or charismatic, cannot exercise his charisma to win others to his standard, and thus is considered less worthy of respect than someone on the spot who has the charisma to influence his neighbors directly.&amp;rdquo;&amp;#160;&lt;a href="#fnref:5" class="footnote-backref" role="doc-backlink"&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id="fn:6"&gt;
&lt;p&gt;&amp;ldquo;Clerk&amp;rdquo; as in the bureacratic position is derived from &amp;ldquo;cleric&amp;rdquo;, after all.&amp;#160;&lt;a href="#fnref:6" class="footnote-backref" role="doc-backlink"&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;</description></item></channel></rss>