In a rare case of making snowballs in hell, I agree with @Tempest. You get this on any game where character location is important, which almost all of the time is going to be games where PvP is likely. This happened very frequently on World of Darkness games, to the point where combat would happen in an instanced application of the room called a "Time-Stop". (And boy, did it stop. Horror stories for another day.) The people in the time-stopped instance had to agree that anyone not there at the time would be allowed in.
It also depends on your game's theme. (Calling @WTFE: I'm about to use the term correctly.) If your theme is isolation, then being anywhere at any time could be seen as theme-breaking. Part of the theme of Firefly/Serenity, and really most Westerns, is that you are somewhere that you can be anything you want to be, including wicked or dead. There is no cavalry. There are no cops. There is you and them.
Part of what excites me about @AlexRaymond's "40s Rocket Age" project mentioned here is that there's really no reason not to be where the action is; a lot of the time, the action is wherever you make it. I find this to be a better setting for Mu*s, where people do want to be able to get to wherever The Hotness is taking place.
Part of what doesn't excite me about Star Trek games is that a lot of people who like this game style wants to fly around in a ship, zoom zoom exploration. This is 100% Pure Awesome, and the "travel time" issue solves itself because you're at the whim of the code.
The only Star Wars game I was on did what one of my original staffed Mu*s, an ElfQuest, game did: If you were of faction 'X' you stayed in areas that faction 'X' were known to be. Players respected theme and setting and rarely tried to break it, and other players would encourage people to not meander but instead make someone of a different faction if they wanted to be in a different place. I like this play style because it's more RP-centric.
Anyhow, some idle thoughts.