Why dont you just make like in proper RPGs and play it with a roll of dice ?
If my players want to find something, they just go to the nearest person they can find and *ask directions*
If they manage a roll on ... say, their Streetwise skill, it just happens that they are talking to someone who actually can help them.
Depending on how succesful their roll is, they get great informations, or possibly the NPC they are talking to actually *has* what they want (or can lead them where he can get).
For instance, a marginal succes would let the NPC tell you where you should go to possibly get a better answer ("a turbo charger ? is that for an engine ? I dunno, maybe if you go to the SpacePort district you can find somebody that can help you"), a good success would give you some useful info ("If you go to the SpacePort district and you look for a place called Engines Gallore, I am pretty sure they ll have what you need") and an exceptional success would correspond to a lucky shot ("you are lucky, I happen to be selling mine ! Why dont you come with me and we can sort something out")
Think of it as in real life. You are a marijuana smoker and you want some. If you are good at this sort of thing, you ll quickly home in on the kind of area where you are more likely to meet the kind of person that could direct you to a dealer.
Same thing here, the roll would be modified by the area you are in (a squeaky clean posh estate), the location/building (a seedy looking bar), and other conditions (at night, on a "free trade" planet).
Obviously some things are just NOT available, or very difficult depending on where you are, etc.
There are quite a few factors here, but the idea is still sound, IMHO.
Similarly, you wont go ask a cop where you can get some hash... (well, unless you live here in Ireland, uh uh
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If your roll was succesful and you were given directions, then a new "interesting location" would appear on your map, for you to visit.
Of course, here I am relying on your ability to generate such locations and characters on the fly. Just like in a real RPG.
I dunno about you, but I think it''s a more elegant solution than the "rabbit out of a hat" that you are proposing here.
If you can keep things in the roleplay, rather than use some out of character gizmo.
Of course, a gizmo like a phonebook, or town guide, could be used in character to get the answer you want. You would do your skill roll on the given item, and would get answers in a similar fashion to that used with NPCs. And there would be similar restrictions to the things you could find (i.e. you would get big bonuses for particular things, but other info would be impossible to find. A phonebook would allow you to find a person, but it would be much harder to find say, a particular item).
The difficulty I see in implementing the system would be on the freedom given to the player to ask questions.
How do you make it so that they can look for almost anything, while ensuring that the appropriate roll is made.
How do you let the player ask questions ?
Not an easy one, eh ?
Sancte Isidore ora pro nobis !
-----------------------------Sancte Isidore ora pro nobis !