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* VorkosiganSaga: The first jump through a newly discovered wormhole is always blind. You have no idea where your ship is going to come out. Doing this used to be Cordelia Naismith's job.
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** Ohhh [[BlatantLies it gets better]]! Before the Navigators came about (whether through selective breeding, genetic mutation or just dumb luck) this was about the ONLY way for humans to travel interstellar distances. Very short, ''very'' risky "hops" in and out of [[HyperspaceIsAScaryPlace the Warp]], with a "kind of rough idea" where you're going. No sane person would ever think this acceptable, and yet [[{{Determinator}} through raw grit]], Mankind colonized at least a quarter of the ''galaxy'' this way even before the Navigators came along. And ''they'' wouldn't even have the benefit of the Astronomicon for another good 10,000 or so years, so it was an upgrade from BlindJump to blind-in-one-eye jump.
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** It was dangerous and desperate, but they were already in desperate danger. This is why it was guaranteed to work; since it was infinitely improbable that it would save them from imminent destruction, the Infinite Improbability Drive made it a statistical certainty.

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** It was dangerous and desperate, but they were already in desperate danger. This is why it was guaranteed to work; since it was infinitely improbable that it would save them from imminent destruction, the Infinite Improbability Drive made it a statistical certainty. NarrativeCausality justified by the text.
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** It was dangerous and desperate, but they were already in desperate danger. This is why it was guaranteed to work; since it was infinitely improbable that it would save them from imminent destruction, the Infinite Improbability Drive made it a statistical certainty.
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Anachronism Stew doesn\'t apply, since the stated tools were what existed when the story was written.


*** With a bit of AnachronismStew thrown in. They do the calculations with slide rules and "astrogation charts".

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*** With a bit of AnachronismStew ScienceMarchesOn thrown in. They do the calculations with slide rules and "astrogation charts".
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Probably never destined to be TruthInTelevision. Almost any calculation should be nigh-instantaneous with future technology, and space is overwhelmingly empty anyway-- who knows about SubspaceOrHyperspace. Then again, considering the fact that the dangers of this trope seem to be complete myth even in its respective fiction, maybe it will be. Assuming of course, that breaking the light barrier will ever be possible.

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Probably never destined to be TruthInTelevision.TruthInTelevision, at least not as presented in ''StarWars''. Almost any calculation should be nigh-instantaneous with future technology, and space is overwhelmingly empty anyway-- who knows about SubspaceOrHyperspace. Then again, considering the fact that the dangers of this trope seem to be complete myth even in its respective fiction, maybe it will be. Assuming of course, that breaking the light barrier will ever be possible.
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Expounding on 7th sea

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** Porte mages also require an "anchor" where the exit point will appear that they walk through the other side to get to. A porte mage finds walking to the exit point harder if they have other people that they are guiding with them. A more fitting example of this trope in action would be the escape of [[EveryoneCallsHimBarkeep The General]] when rescuing Enrique Orduno from being burned at the stake by the inquisition. He had hired his former first mate, Timmy [=LeBeau=], and a large number of porte mages to tear open a hole large enough for his ship to sail through. The General, Orduno, and his entire crew went in when there was no way any porte mage could have guided the whole ship to an exit point. There were rumors the ship had found its way out someplace far in the Western Sea, but the game line died before the plot could be resolved.
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* In {{Space Rangers}}, the black holes which sometimes appear at the edge of the systems allow you to make a fuel-free jump to another star system. At the cost of having to fight the enemies inside the black hole's space and ending up in an unpredictable location (in a system that's 50 parsecs deep into the enemy territory, for example).

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* In WalterJonWilliams's ''AngelStation'', FTL travel is achived by using captured black holes (contained within each ship) to open a tear in space-time. Proper calculations are necessary to "ride out the wave" to the proper destination. The protagonists, Ubu Roy and Beautiful Maria, make a random jump, hoping to find a system that will have "catchable" black holes to sell. A similar jump puts a LivingShip (also looking to capture and sell singularities) in the same system, resulting in the events of the book.


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** The novel ''Halo: Cole Protocol'' shows that UNSC sent troops to enforce the titular protocol by destroying any navigational database that could lead the Covenant to Earth.
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* Since {{Warhammer 40000}} version of FTL involves driving your ship through an alternate dimension that can basically be described as '''HELL''', a Blind Jump is quite the literally the ''worst'' thing you can ever do. For the Imperium, Warp jumps require Navigators who use the Astronomicon as a reference point. If a ship loses its Navigator, or if the Navigator loses sight of the Astronomicon, then that ship will essentially be lost in the Warp or a random point in space, possibly forever.
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* In ''ToAruMajutsuNoIndex'', espers with teleportation based powers often need to make extremely complex calculations to make sure their teleports go off without a hitch. Kuroko mentions offhand that she has to calculate movement through seven dimensions in order to safely teleport. Another teleporter finds out the hard way why blind jumps are dangerous when she messes up a calculation and [[NightmareFuel part of body gets fused with a wall]].
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*** Not just Guild (which hadn't been created yet at that point) but any Armada ship equipped with the Holtzman drive. Even SpaceFighters were sometimes equipped with those. During the Great Purge, all fold-capable ships were used in a massive strike against all machine worlds before [[AIIsACrapshoot Omnius]] could launch an all-out offensive against the [[FeudalFuture League of Nobles]] weakened by a plague. The hazards of jumping without proper calculations (even with Norma Cenva secretly installing calculating machines on some flagships) meant that, at the end, only 300 capital ships remained out of 1080. For reference, each ''Ballista''-class [[TheBattlestar battleship]] had a crew of 1500, and each ''Javelin''-class destroyer probably had at least 500.
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* The backstory to the Master of Orion series has the {{Precursors}} first sending criminals in blind jumps through an unstable wormhole, then later having to evacuate themselves in the same manner when doing has caused their star to become unstable. In addition, the precursors themselves were actually composed of a variety of different races who all ended up in a single central system due to blind jumps in the other direction.

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* The backstory to the Master of Orion ''MasterOfOrion'' series has the {{Precursors}} first sending criminals in blind jumps through an unstable wormhole, then later having to evacuate themselves in the same manner when doing has caused their star to become unstable. In addition, the precursors themselves were actually composed of a variety of different races who all ended up in a single central system due to blind jumps in the other direction.
** This was a RetCon by the creators of ''MOO 3'' and was never mentioned prior to that.

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* A definite possibility in Mikhail Akhmanov's ''Arrivals from the Dark'' series, although never actually done in the books. It is explained, though, that jump calculations need to be extremely precise with distance and gravity being major factors. While, theoretically, it is possible to instantaneously jump anywhere in the galaxy, nobody actually does this as they would not know where they would end up. As such, most jumps are relatively short-range (several parsecs). This is known to play havoc with any military plans, as each ship jumps individually, often causing them to end up spread out all over the system. On the other hand, in-system jumps are usually fairly precise.

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* A definite possibility in Mikhail Akhmanov's ''Arrivals from the Dark'' ''ArrivalsFromTheDark'' series, although never actually done in the books. It is explained, though, that jump calculations need to be extremely precise with distance and gravity being major factors. While, theoretically, it is possible to instantaneously jump anywhere in the galaxy, nobody actually does this as they would not know where they would end up. As such, most jumps are relatively short-range (several parsecs). This is known to play havoc with any military plans, as each ship jumps individually, often causing them to end up spread out all over the system. On the other hand, in-system jumps are usually fairly precise.




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* In FrancisCascac's novel ''FleeingEarth'' (''Terre en fuite''), humans get their hands on advanced methods of propulsion hundreds of thousands of years in the future (after another Ice Age and rebirth of civilization) from a race of invaders known as Drums. After a bioweapon forces the Drums off the planet, humans start building ships propelled by "space magnets" that utilize natural attraction between stellar bodies to accelerate to close to 80% of the speed of light. A later discovery of [[SubspaceOrHyperspace hyperspace]] allows them to build FTL colony ships. Unfortunately, all but one are lost, and the only ship to return reveals that interstellar travel using hyperspace is inherently unpredictable. Apparently, there is a "magnetic barrier" of sorts between any two nearby stars that is impossible to penetrate using "space magnets" in normal space and which causes the ship to go wildly off course in hyperspace. The colonists that return reveal that the first jump put them outside the galaxy, and they had to try several more before somehow making it back. The only way to penetrate the barrier in normal space is by flying something at least Moon-sized, which is fine because they end up flying Earth and Venus to another star to escape the Sun going nova. The secret of safe hyperspace travel is revealed at the end, when an archaeological dig on Mars finds ancient ruins and an intact starship not of human or Drum design. They find out that it avoids the barrier by using TimeTravel to go to a point before or after the barrier was there.
** Interestingly, most of the story is read by the DecoyProtagonist from the diary of the true protagonist who accidentally ends up in the 20th century when experimenting with the above-mentioned temporal drive. In the diary, the protagonist also reveals the secret of "space magnetism", only to realize it could change the past and tear up the page.
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* Kind of used in the movie ''Down Periscope'', as, per the plot, if Kelsey Grammer's ship and crew can destroy an 'enemy' ship before this other guy 'kills' Kelsey's crew, Kelsey will have won, and will get promoted. Kelsey and his crew don't have time to calculate a proper shooting solution, so they just shoot blind, going on instinct and a quick peek through the periscope ... just before his sub gets 'downed', giving Kelsey and his rival time to be smug at each other, just before the target ship goes down.

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* Kind of used in the movie ''Down Periscope'', ''DownPeriscope'', as, per the plot, if Kelsey Grammer's ship and crew can destroy an 'enemy' ship before this other guy 'kills' Kelsey's crew, Kelsey will have won, and will get promoted. Kelsey and his crew don't have time to calculate a proper shooting solution, so they just shoot blind, going on instinct and a quick peek through the periscope ... just before his sub gets 'downed', giving Kelsey and his rival time to be smug at each other, just before the target ship goes down.
** Which is highly irresponsible, if not criminal, given that they're shooting live torpedoes at a harbor where there are other ships.

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* Asimov later averts this with ''Nemesis'': the local [[{{FTL Travel}} FTL technobabble]] is set up in such a way that you can't kill yourself with a blind jump since on emergency, any obstacles are harmlessly pushed aside.

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* ** Asimov later averts this with ''Nemesis'': the local [[{{FTL Travel}} FTL technobabble]] is set up in such a way that you can't kill yourself with a blind jump since on emergency, any obstacles are harmlessly pushed aside.aside.
** Asimov also wrote a short-short story in which a criminal makes his escape with a random jump, relying on the ship's computer to figure out where he ended up and how to get home. After noticing that the computer is taking much longer than it should, he discovers that [[spoiler: he's close to a nova too recent to appear in the computer's star charts, and realizes that the computer will keep trying and failing to get a navigational fix until the ship's power runs out.]]
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* The Leap Rail Shells in ''LostUniverse'' open a small warp portal, taking everything inside the blast into hyperspace. At one point, the crew of the ''Swordbreaker'' fire several shells and fly into the explosion as a way of quickly getting away from the ''Gorun Nova''. It works, but the ship is severely damaged.
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*** With a bit of AnachronismStew thrown in. They do the calculations with slide rules and "astrogation charts".
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* In {{Anne McCaffrey}}'s ''{{Dragonriders of Pern}}'', dragons are able to teleport through an interdimensional space called ''between''. The original first book ''Dragonflight'' demonstrates the dangers by one of the characters relating a story of how, during excavations inside a mountain, they'd found one young dragon and his rider entombed in the rock after making an inaccurate jump. Additionally, when a dragon's rider dies, it causes such tremendous grief to their mount that invariably the dragon makes a blind jump ''between'' from which they never return (''between'' being airless and cold, and if you don't find your way out, you suffocate/freeze). In {{Anne McCaffrey}}'s "{{Talent/Brainship}} universe, when the Talents are 'pushing' the nonBrain ships, they are very careful to keep contact with the ship until the receiving Talent has hold, as there are stories of them being "lost".

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* In {{Anne McCaffrey}}'s ''{{Dragonriders of Pern}}'', dragons are able to teleport through an interdimensional space called ''between''. The original first book ''Dragonflight'' demonstrates the dangers by one of the characters relating a story of how, during excavations inside a mountain, they'd found one young dragon and his rider entombed in the rock after making an inaccurate jump. Additionally, when a dragon's rider dies, it causes such tremendous grief to their mount that invariably the dragon makes a blind jump ''between'' from which they never return (''between'' being airless and cold, and if you don't find your way out, you suffocate/freeze). In {{Anne McCaffrey}}'s "{{Talent/Brainship}} {{Talent}}/{{Brainship}} universe, when the Talents are 'pushing' the nonBrain ships, they are very careful to keep contact with the ship until the receiving Talent has hold, as there are stories of them being "lost".
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[[AC:FanFic]]
* A variation of this occurs in ''UndocumentedFeatures'': The ''Delphinus'' makes a blind jump to escape [[BubblegumCrisis GENOM's]] forces, but winds up stranded in non-space until [[AhMyGoddess Skuld]] pulls them out.
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** There's a slightly more practical bit of advice, in that if you jump to a pirate point and your drive melts, no-one is going to be around to help you out. If you arrive at the standard local stellar zenith or nadir points, there'll be the equivalent of a service station and rest stop close enough to be of practical use. If you're somewhere relatively civilised, of course.

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* The StarWars EU elaborates on the dangers of a blind hyperspace jump: it's insanely dangerous since you're moving at ridiculous speed with no idea what's in the way, but if you're really lucky (or a jedi) you can ''maybe'' pull a few seconds in hyper to escape certain death.

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* The StarWars EU StarWarsExpandedUniverse elaborates on the dangers of a blind hyperspace jump: it's insanely dangerous since you're moving at ridiculous speed with no idea what's in the way, but if you're really lucky (or a jedi) Jedi) you can ''maybe'' pull a few seconds in hyper to escape certain death.death.
** ''OutboundFlight'' has a hyperdrive malfunction which sends a little Corellian vessel to the figurative doorstep of [[GuileHero Commander Mitth'raw'nuruodo]], very far from the Republic, who has never found a source of information he wouldn't exploit.
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*** Actually a subversion. The jump was painstakingly calculated before entering FTL, but they did the calculations ''wrong''.
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* The backstory to the Master of Orion series has the {{Precursors}} first sending criminals in blind jumps through an unstable wormhole, then later having to evacuate themselves in the same manner when doing has caused their star to become unstable. In addition, the precursors themselves were actually composed of a variety of different races who all ended up in a single central system due to blind jumps in the other direction.
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The trope was used, but wasn't mentioned.


* In {{Anne McCaffrey}}'s ''{{Dragonriders of Pern}}'', dragons are able to teleport through an interdimensional space called ''between''. The original first book ''Dragonflight'' demonstrates the dangers by one of the characters relating a story of how, during excavations inside a mountain, they'd found one young dragon and his rider entombed in the rock after making an inaccurate jump. Additionally, when a dragon's rider dies, it causes such tremendous grief to their mount that invariably the dragon makes a blind jump ''between'' from which they never return (''between'' being airless, and if you don't find your way out, you suffocate).

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* In {{Anne McCaffrey}}'s ''{{Dragonriders of Pern}}'', dragons are able to teleport through an interdimensional space called ''between''. The original first book ''Dragonflight'' demonstrates the dangers by one of the characters relating a story of how, during excavations inside a mountain, they'd found one young dragon and his rider entombed in the rock after making an inaccurate jump. Additionally, when a dragon's rider dies, it causes such tremendous grief to their mount that invariably the dragon makes a blind jump ''between'' from which they never return (''between'' being airless, airless and cold, and if you don't find your way out, you suffocate).suffocate/freeze). In {{Anne McCaffrey}}'s "{{Talent/Brainship}} universe, when the Talents are 'pushing' the nonBrain ships, they are very careful to keep contact with the ship until the receiving Talent has hold, as there are stories of them being "lost".
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** ''Macross: Do You Remember Love'' has Hikaru and Misa blidly jump on Earth itself by accident when they attempt to escape the Zentradi at a beginning of a space fold.

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** ''Macross: Do You Remember Love'' has Hikaru and Misa blidly blindly jump on Earth itself by accident when they attempt to escape the Zentradi at a beginning of a space fold.



* ''BattlestarGalactica'' is possibly the TropeNamer. Activating the jump drive without inputting any co-ordinates is known as a "blind jump", and inherently risky because you could end up ''anywhere''. This is notably how [[spoiler: Admiral Cain and the ''Pegasus'' escape the initial Cylon attack.]] In the finale, [[spoiler: Starbuck, not that that should be much of a surprise,]] enters random coordinates into ''Galactica's'' navigation, which [[spoiler: she derived from the music- the "All Along the Watchtower". It leads them to Earth and a place to settle.]]

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* ''BattlestarGalactica'' is possibly the TropeNamer. Activating the jump drive without inputting any co-ordinates is known as a "blind jump", and inherently risky because you could end up ''anywhere''. This is notably how [[spoiler: Admiral Cain and the ''Pegasus'' escape the initial Cylon attack.]] In the finale, [[spoiler: Starbuck, not that that should be much of a surprise,]] enters random coordinates into ''Galactica's'' navigation, which [[spoiler: she derived from the music- the song- "All Along the Watchtower". It leads them to Earth and a place to settle.]]



** That novel was actually published before the original game so it wasn't retcon. And in the Halo 'verse blind jumps aren't so dangerous. It makes sense, because space is after all space is rather empty so the chances that you drop out of slipspace in a dangerous area is astronomically slim.

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** That novel was actually published before the original game so it wasn't retcon. And in the Halo 'verse blind jumps aren't so dangerous. It makes sense, because space is after all space is rather empty so the chances that you drop out of slipspace in a dangerous area is astronomically slim.



* In ''[[{{MassEffect}} Mass Effect 2]]'', the Normandy II uses this trick at least once to escape an enemy attack- possibly more than that, though only on one occasion does a character specifically state that there is no course plotted. [[JustifiedTrope Justified]] as the ship is run by and AI who could plot a course to an acceptable location without constant instruction if necessary.

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* In ''[[{{MassEffect}} Mass Effect 2]]'', the Normandy II SR-2 uses this trick at least once to escape an enemy attack- possibly more than that, though only on one occasion does a character specifically state that there is no course plotted. [[JustifiedTrope Justified]] as the ship is run by and an AI who could plot a course to an acceptable location without constant instruction if necessary.
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* BattleTech and its fiction have a variation on this. In theory, anyplace with sufficiently low local gravity is safe to jump to and from, including virtually all of interstellar space. However, since the interesting ''planets'' are usually too deep inside their star's gravity well to jump to and from directly, a system's two main 'jump points' are as close to the star as safely possible in the system's zenith and nadir (i.e., basically 'above' and 'below' the star itself, though still a respectable distance away). ''Or''...you can try to use a 'pirate jump point' much closer to your target by taking advantage of the fact that at some points in a solar system, local gravitic influences cancel out ''just'' enough to allow the jump drive to work after all. The problem with this approach is that as the smaller celestial bodies in a system move, so do its pirate points move with them...and while actual misjumps in the fiction are relatively rare, they do generally take out the ship involved for good (sometimes in a quite horrific fashion), so this isn't a risk a sane commercial [=JumpShip=] captain is likely to ever take. (The military, and the pirates the points were named for, are a different matter, of course.)

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* BattleTech ''{{BattleTech}}'' and its attendant fiction have a variation on this.play this rather straight. In theory, anyplace with sufficiently low local gravity is safe to jump to and from, including virtually all of interstellar space. However, since the interesting ''planets'' are usually too deep inside their star's gravity well to jump to and from directly, a system's two main 'jump points' are as close to the star as safely possible in the system's zenith and nadir (i.e., basically 'above' and 'below' the star itself, though still a respectable distance away). ''Or''...you can try to use a 'pirate jump point' much closer to your target by taking advantage of the fact that at some points in a solar system, local gravitic influences cancel out ''just'' enough to allow the jump drive to work after all. The problem with this approach is that as the smaller celestial bodies in a system move, so do its pirate points move with them...and while actual misjumps in the fiction are relatively rare, they do generally take out the ship involved for good (sometimes in a quite horrific fashion), so this isn't a risk a sane commercial [=JumpShip=] captain is likely to ever take. (The military, and the pirates the points were named for, are a different matter, of course.)

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* BattleTech novels have a variation, there are two safe spots to jump to in each solar system near the sun. Using normal space travel, it can take weeks to reach the target planet from there, so there are so called pirate jumppoints, safe spots determined by current data from the solar system. Complete BlindJump s are rarely done, and the novels often mention their risks.

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* BattleTech novels and its fiction have a variation, there are two variation on this. In theory, anyplace with sufficiently low local gravity is safe spots to jump to and from, including virtually all of interstellar space. However, since the interesting ''planets'' are usually too deep inside their star's gravity well to jump to and from directly, a system's two main 'jump points' are as close to the star as safely possible in each the system's zenith and nadir (i.e., basically 'above' and 'below' the star itself, though still a respectable distance away). ''Or''...you can try to use a 'pirate jump point' much closer to your target by taking advantage of the fact that at some points in a solar system, local gravitic influences cancel out ''just'' enough to allow the jump drive to work after all. The problem with this approach is that as the smaller celestial bodies in a system near the sun. Using normal space travel, it can take weeks to reach the target planet from there, move, so there are so called do its pirate jumppoints, safe spots determined by current data from points move with them...and while actual misjumps in the solar system. Complete BlindJump s fiction are rarely done, relatively rare, they do generally take out the ship involved for good (sometimes in a quite horrific fashion), so this isn't a risk a sane commercial [=JumpShip=] captain is likely to ever take. (The military, and the novels often mention their risks.pirates the points were named for, are a different matter, of course.)
** Another risk factor that sometimes comes up (such as in the novel ''Warrior: En Garde'') is drive charge time. Normally, the jump drive is slowly recharged via a deployed solar sail, a process that tends to take a week or longer. It ''can'' be recharged faster via a ship's fusion power plant in an emergency, assuming the ship has the fuel to burn; but this risks potentially undetectable damage to the highly sensitive drive core and thus, again, a catastrophic jump accident.
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* This trope plays a critical role in the plot of [[TheThrawnTrilogy Dark Force Rising]], where the titular Dark Force, a legendary lost fleet of warships, is only found by the blind luck of a blind jump. Also a bit of a subversion, as more than half of the crew of the ship involved dies due to the mishaps involved.

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* This trope plays a critical role in the plot of [[TheThrawnTrilogy Dark Force Rising]], where the titular Dark Force, a legendary lost fleet of warships, is only found by the blind luck of a blind jump. Also a bit of a subversion, as more than half of the crew of the ship involved that made the jump dies due to the mishaps involved.
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* This trope plays a critical role in the plot of [[TheThrawnTrilogy Dark Force Rising]], where the titular Dark Force, a legendary lost fleet of warships, is only found by the blind luck of a blind jump. Also a bit of a subversion, as more than half of the crew of the ship involved dies due to the mishaps involved.

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