My player has asked me a few times whether his Smuggler could make some money during downtime between adventures (or if there is significant downtime story-wise) doing some actual smuggling. I haven't seen any rules or suggestions for how to play this so I'm thinking of some way to house rule it: Something simple, can get it out of the way quickly and get to the next session, but more interesting than just saying they made money smuggling.
In my mind, the PC is just a middle man, given a job to take items from point A to point B. I could ask the player whether he wants to take an Easy, Average, or Hard job, indicating the size/risk of the shipment, distance to the destination, and size of the payment. Perhaps then have a table of obstacles the PC would randomly encounter, a number equivalent to the difficulty of the job (two or three max). Something like customs agents, ship trouble, Imperial checkpoints, getting stiffed or double crossed at the delivery, and so on. The player will have to roll an appropriate skill check to handle each incident and only gets paid upon successful delivery. Depending on the outcome, maybe even have some consequences caused by failure - injuries, ship damage, debt or wrath incurred to the employer, attracting unwanted attention, Obligation, etc.
Does this sound stupid, or is there a better way, or perhaps the legwork has been done already?