DFW said:
I was thinking about Jump accuracy roll and what it means game wise.
For non-misjumps we have:
1) Accurate jump = ?
2) Inaccurate jump = inner system somewhere
I'm assuming that one is aiming for a specific point of the 100D limit. A spot on a sphere of 100D in radius.
Accurate jump = Within a hemisphere of 1D of spot aimed for. For Earth this would be 8000 miles. Think of the 100D as a sphere and center the hemisphere on the point aimed for.
Inaccurate jump = As you may be aiming for anywhere in a system (not just an inner planet) I looked at the size of our inner system. This extends for ~2.5 AU from the sun. A diameter of 5 AU.
So, an inaccurate jump places you anywhere (except for jump shadows) within 2.5 AU's of your intended target. Or, within 375,000,000 km.
The MM traveller article talked about some of this. It mentioned that nav programs had to take into account the speeds and directions of the systems and planets that you were jumping from and towards. Careful programming had to take into account the relative velocities or else un-fun things could happen upon emergence from jump. The idea being that when you jumped you would arrive with a zero velocity relative to your arrival system (the concept was the same with military vessels, except they wanted to preserve their speed and vector relativel to the target system upon emergence).
So using your premise, the player would roll upon emergence to see just how accurate their navigation plot was. Most of the time it will probably be a normal one (+/- 10,000km is pretty reasonable). Failing the roll though, they should reference another chart (perhaps add in their nav skill as a DM on failure?). That will tell them how much they screwed the pooch plotting their course.
Using our system as an example, Maybe they missed the calculation on getting past Uranus and instead of missing the 100D jump shadow by 10,000 km to the 'left', they were 10,000 km to the 'right' and got pulled out of jumpspace in the far outer system. So now they can either try to make the trip on N-space drives, or refuel (fortunately they are at a gas giant), then maneuver and make another jump to their destination of Earth.
So if you want to make things complicated, go with some sort of chart that gives them a pure distance from their arrival target. Or, if you want to leave it more in the hands of the referee, come up with a simplistic 2D chart that gives distance (one million KM off target, ten million, etc and throw in a few 'pulled out of jumpspace at outer-system gas giant/planet/large planetoid/etc). Of course that means the ref might have to generate the system geography, but you could always do some hand wavium and say they are at a gas giant, it will take 2 days to maneuver in/refuel/maneuver out to a clear point to jump to target planet, or XX days under N-space drive.
But as a game mechanic, it would give the ref a lot of leeway to dump his players into adventures they were not planning on.
