trentmorten said:
In addition, consider the captain of each vessell carefully, as he is in a psotion of immense power with regards to where that vessell goes and what it does. a cowardly captain might break and run to the warp in the middle of a fight or a proud one might resent the PC's giving him orders about what to do on "his" vessel.
The problem with this though is if the PC's had kept the previous captain in charge of the ship, if they captured it that is.
If the party's Rogue Trade/Seneschal hired the man than he should give an oath of loyalty to the Rogue Trader, punishable by imprisonment or death (as the Rogue Trader sees fit/Warrant of Trade demands). If he then goes rogue and takes the ship than the GM had this planned all along and now the PC's have a fun Endeavor that involves getting their ship back and possibly coming into contacts with whoever the rogue captain was running to. If the PC's don't like the idea of going after their own newly captured ship than they can write it off or hire someone to go after it.
When obtaining a new captain, if the PC's just say, "Give us the first captain that comes to our door and he's hired," than they get what they deserve. If they want to play it out and actually roleplay it than it comes down to Player-GM interaction and Skill Tests.