Oh...and as for the question in the OP....
What do you think about pre-game discussions to ensure a shared vision of the game's direction? If so, what do you do when the shared vision diverges greatly from your level of enjoyment?
No, I'm not much for pre-game discussions. Many times, I don't know where the game is going. I discover it along with my players. And, when I do know, I don't want to tip off the surprise of the moment. Exciting events will sound route.
I'm also a big believer, though, that Refs should always keep their thumb on the pulse of their game. This isn't always easy to do. Sometimes what the Ref will think is cool, the players will not.
MY THUMB and the PULSE of the GAME....
I'll give you an example of where my thumb fell off the game's pulse. I was running my first Conan RPG campaign a few years ago, and I had established this cute little 11 year old girl in the PC's village. The PCs in this game were all barbarians--Cimmerians, like Conan, but in a different village.
There was a blood feud among the PC's clan and another Cimmerian clan, and at one point, several of the non-warriors were killed. Slaughtered really. And, this little girl that I had roleplayed to a "T" so that she had found her way into the hearts of the players (who were all fathers in real life with daughters), was taken. I used to roleplay the little girl as one who idolized the warriors--the PCs. And, she wore an old, hammered, beaten and dented soup bowl on her head. It was her "helmet". At the sight of the abduction, they found her bowl and not her body, and they all knew she'd been taken by the other clan.
So, the girl became the "McGuffin", as Hitchcock used to say. The PC warriors banded together and went after the girl. They fought and stealthed their way into the enemy clan's territory and found a cave complex where the baddies had taken the girl.
Up to this point, I'm running a great game. The players are REALLY into it. They NEED to find the girl. Finding their way into the complex, and all the fights were damn fun. The PCs were pulling off the impossible by slipping in, not getting over-run, and finally finding the girl.
Well...
I thought it would be neat if the girl were damaged in some way. I didn't want the Hollywood outcome where she's rescued, having spent a couple of weeks with these baddies, and nothing happened to her. The enemy clan could care less about the child from a clan at which they were at Blood War.
The girl used to talk a lot. That was my roleplaying. I gave her a slight lisp. And, with that bowl on her head, she was cute as hell.
I didn't want to rape the poor kid. It didn't fit and seemed too "dark". Plus, the PC were worried that she might be enduring that, so I wanted to give them something that they didn't expect. So, the baddie clan didn't rape her, but I figured, after she found a little courage, that maybe she talked too much--that was her nature. That was how I had roleplayed her. So, I took that away from her.
When the PCs found the girl, she was dirty, in a cell, with a rag tied around her mouth, the lower half of her face all swollen. The bad clan had cut out her tongue.
Now...
In my mind, trying to be a good GM and run a gritty, gripping, adventure worthy of the mighty barbarian himself, I thought that this outcome would infuriate the PCs and cement their hatred for the enemy clan.
I thought I was bringing the reality of Blood Feud home to the players.
Where my thumb slipped off the pulse of the game was that, even though I knew the players were really, Really, REALLY into the story of saving the girl, I really, Really, REALLY just didn't know just how much they really, Really, REALLY were into it.
Looking back on it, I realized that buy cutting out the girl's tongue, I had robbed the PCs of their victory. They didn't save the girl. Not completely. So, the prize of rescue was tainted.
When they realized that she was hurt, with her tongue missing, one of the players actually called me a (not a nice word for the male organ). Quickly, the others shook their heads in agreement.
And, I realized that I should have just allowed the Hollywood ending.
My intentions were in the right place. I just mis-read the intensity of what I had created among the players.
So, my point is....maybe the Ref in your story in the OP also had good intentions but misread his players. Maybe the Ref thought, "This will be cool. The players have worked and sacrificed a long time to get this ship...only to have it destroyed!"
What the Ref thought would be a cool obstacle for the players to overcome (having to repair or get yet another ship) turned out to be a mood killer among the players.
Maybe his thumb slipped off the pulse of the game.