mbrinkhues
SOC-14 1K
On the surface, yes, you can interpret the rules Hal's way. Until you look at and realize all of the "holes" his interpretation causes and realize there are no holes if you interpret the rules Hans' way.* That alone is a very strong indication that Hans' interpretation is probably correct.
Oh, and nothing in the Traveller trade rules "matches reality quite nicely". It really doesn't matter which interpretation you use. The rules are merely a quick facilitator for adventures. They don't match anything even close to reality. (And, in fairness, aren't intended to.)
First, would someone tell me were in the rules anyone said anything about a "flight plan"? Or it mattering what type of ship the players have? Or that passengers rolled actually have alternatives? All of that is outside the rules and (quite frankly) irrelevant to the discussion I am having with Hal.
What matters is this: You roll for available cargos. The cargo(s) you select determine your destination. You get passengers for that destination. You go to that destination. That is pretty much the extent of the rules.
The route to your destination does not matter. You do not get cargo or passengers at any point between the origin and destination. As a matter of fact, nothing is said at all about what happens at any intermediary points between the origin and the destination.
Sure, you can always make stuff up to cover that. No problem; go for it. But none of what is made up is actually in the rules. You made it up.
And that is my point.
* (Actually, there are still holes. This is Traveller, after all. But all of the holes caused by Hal's interpretation of the rules go away.)
Sorry but this is a ROLE PLAYING GAME not an exercise in "Math for failed barkeepers" (aka MBAs) and it SHOULD have some resemblance of real life no matter wether there is a hard rule or not. The game universe must make sense and that does mean published routes and all.