My players in my Edge of the Empire game are leaning into their role as traders and traffickers. To facilitate their dreams of hauling space cargo, I created a very, very simple trading sub-game to let them make money outside of literal quest rewards. The set-up is pretty simple: Each time they touch down on a new, populated world, I roll a d8 six times, and record the result on a form I created and then laminated (so I can re-use it):
Players can then buy any amount of any good they want, at a standard (0) rate of 100 credits per unit. Goods that roll a (-) cost just 50 credits per unit; Goods that roll (+)’s add 50 credits per plus (so if Contraband rolled ++, it would buy and sell at 200 credits per unit). Each unit also takes up a set amount of Storage on their ship, so contraband (such as glitterstim or spice) takes up almost none, while heavy ores and fabrication materials take up a *ton* of space. To offset this disparity, I have made it easier to make money on essential items like food and ore, since those are always relatively in demand. The chart for what items will be in demand at each starport is available here:
Note that Contraband and Weapons are black and red, respectively. These items are either illegal or restricted, and carrying and selling them could come with additional risks, requiring a Streetwise or Negotiation roll to find the right buyer.
Luxuries (like the dwindling supply of Alderaanian Pinot Noir that survived by being in off-world cellars) are rarely found cheap, and most of the time command a fair price – but once in a while, you find a whale that is desperate for that Rancor-foot desk wastebin you’ve been hauling around.
You could even use these randomized, simplified rolls to generate story – did you roll an 8 on Medicine? Perhaps there’s an outbreak on the planet. If the players think to run to Thyferra to pick up Bacta cheap, have them keep in mind that everyone will have this info, so they’ll need to be cunning astrogators to get to Thyferra and back in time to cash in on their plan.
This isn’t a super-deep system, by design, but it’s a little something to make your home game a little more interesting and hopefully give your players something to do with all their ship’s cargo space.