Book 2'81 pg 8 says:
"The referee should determine all worlds accessible to the starship (depending on jump number), and roll for each such world on the cargo table."
So. Do folks interpret that as "accessible in a single jump"?
Depends on how the starship is being operated.
If the starship is operating as a TRAMP ... meaning no set route, no pre-planned itinerary, simply go wherever the winds of supply & demand blow you towards ... then the operators are working on a basis of (only) 1 jump at a time (maybe 2 if they can double jump through empty hexes). Therefore, all worlds within Jn of the world of origin are potential destinations, roll for passengers+cargo to each of those possible destinations.
However, if the starship is operating on a pre-planned route ... for ease of illustration purposes, let's say from Vilis/Vilis to Lanth/Lanth @ J2 ...
Because of the pre-planned route (Vilis, Saurus, Tavonni, Lanth), a starship departing from Vilis for Lanth could roll for passengers+cargo going to:
- Saurus
- Tavonni
- Lanth
Upon arrival at Saurus, the same starship could roll for passengers+cargo going to:
- Tavonni
- Lanth
Upon arrival at Tavonni, the same starship could roll for passengers+cargo going to:
- Lanth
Vilis -> Lanth = 3 tickets (because 3J2)
Saurus -> Lanth = 2 tickets (because 2J2)
Tavonni -> Lanth = 1 ticket (because 1J2)
How do you reconcile "intermediate stops" along the way to your final destination?
LBB2.81, p4:
Interstellar travel is priced on the basis of accommodations; prices cover a trip from starport to starport, encompassing one jump, regardless of length.
Implicit in that point is the notion that starships are (exclusively) "single jumpers" ... with the Type-Y Yacht being a rare exception (but it's hardly designed for commercial service anyway).
LBB2.81, p9 includes the following, which explicitly opens the door to pre-planned routes of multiple jumps:
Differences in starship jump drive capacity have no specific effect on passage prices. A jump-3 starship charges the same passage price as a jump-1 starship. The difference is that a jump-3 ship can reach a destination in one jump, while the jump-1 ship would take three separate jumps (through two intermediate destinations, and requiring three separate tickets) to reach it. Higher jump numbers also may make otherwise inaccessible destinations within reach. But for two ships of differing jump numbers going to the same destination in one jump, each would charge the same cargo or passage price.
The point about intermediate destinations requiring additional tickets per destination is what make pre-planned routes a "viable option" for starship operators.
What is NOT clear (or at least, not explicitly stated) is whether double jumping through empty hexes costs 1 ticket (starport to starport) or 2 tickets (double jump). My personal inclination is towards the simplest option in which tickets are charged PER JUMP, rather than on the basis of Per Parsec.
2J1 = 2 tickets
1J2 = 1 ticket
Vilis to Lanth via Saurus and Tavonni as intermediate destinations ... 3J2 = 3 tickets
In a practical sense, most TRAMP merchant starships aren't going to "lock in" more than 1 destination at a time.
They CAN do so, if they're determined to "get from here to there" across a distance longer than their drives can achieve in a single jump, but that's going to be done on an ad hoc basis depending on circumstances (usually involving a patron or a speculative goods opportunity).
Tramps prefer to "keep their options open" for where to go "next" based on the simple expedient of demand for their transport services (fill my manifest tends to win over empty manifest options).
Pre-planned "circulator" routes for merchants, where the itinerary is determined in advance
and may not be deviated from makes it possible to "link up" pairs of origin/destination which the starship cannot traverse in a single jump.