Originally posted by Drakon:
You've raised some very good points. However it gets complicated in the real world.
If you lose the ship, you lose the passengers, crew and cargo. So, in a kinda sorta kind of way, the ship has to come first. By protecting the ship, you protect everything else.
Hardly... there are times when you abandon ship to save passengers and/or crew. For example: if the ship is suffering from a radiation leak... yu bundle everyone up, grab some batteries and a broadband broadbeam transmitter, tie everyone together, and leap... if the radiation would kill everyone before the ship could make it to safety.
Also, aside from the tramps, I can see no reason why the crew would EVER let irate and/or hostile passengers meet the captain. Vidmail him, maybe.
Real world, you don't get to tell the crew off, becuase then the crew has reason to lock you up; if you get huffy about it, they lock you up "For your own good", and put you off "For the safety of the ship" next port... and you may hav problems finding travel from there.
Now the exampel above, the captain should have shot the navigator,,, and IMTU, would have been justified.
Y'see, in a misjump, goal one: Keep people from panicking. So, you don't tell them until day 8... unless you don't have enough food for day 14, in whcih case, you tell them when you have to start rationing.
Goal 2: Keep them alive. Getting them to destination is unimportant for the crew. Keeping them alive is. (Criminal liability if they don't try to keep them alive.)
Goal 3: keep the ship from being destroyed. This is usually a non issue; either the ship's already toast, or it will exit jump relatively intact. Fuel rationing may be needed.
Goal 4: Get the ship back to route... this is usually a contractual obligation... as part of the mortage.
Goal 5: don't lose this batch fo potential repeat customers... usually a non-issue FOR THE CREW, as most people will make one round trip in their lives, perhaps 1 per year for those of soc 9-10. Those who travel often are NOT the "Normal Folk". (Most people have never travelled more than a week's distance from home, historically... in fact, few travelled more than a day's travel without religious reasons. then again, historically, most pre19th centurty people were serfs or peasants...)
And, given that under CT/MT, misjumps are usually signs of mal- and/or mis-feasance by the crew and/or line, well... they really aren't worth keeping... unless you're legally obligated too and the punishment is more expensive than the fix.
Heck, my PC's have refused to get back on board ships which misjumped... my players, however, aren't quite as realistic.