![]() You can get extra dice if you're prepared, an expert, or being helped by someone else. You roll one die, and if it's above/below your number, you do what you set out to do. Quite a good way to set the tone of your story and add some extra trouble to the proceedings.įrom there, Lasers & Feelings moves into the dice resolution system. This could mean your ship always runs out of dilithium crystals, the consoles on the bridge do the whole "shower of sparks" thing like in Star Trek, or that the Raptor has a grim reputation. However, you also have to pick one thing that sucks about being on the Raptor. First, you choose two good things about the Raptor, like whether it's fast, shielded, has cloaking, and so on. Once characters are built, all of the players design the ship together. If you haven't met a sexy alien yet, go find a space bar or something! They're great goals, too, like "Become Captain," "Meet Sexy Aliens," or "Keep Being Awesome." Again, technically no mechanical benefit to whatever you choose, but it's a great way to decide what to do. The player's goal, according to the page, is "Get your character involved in crazy space adventures." Sounds about right to me! Your character's goal can either be one you make up yourself or one from the list on the page. I guess cool is in the eye of the beholder, huh?Ĭhoose your character's goal. The page literally says, "Like Sparks McGee or something." So. Give your character a cool space adventure name. Thus, a 5 would be like Spock, all information and no emotion, and a 2 would be like Kirk, all emotional and reactive without the logic to back him up. Whenever you use Lasers, you need to roll under your number on a d6, and if you're using Feelings, you need to roll over. Either you're being cold, calculating, and scientific (so Lasers), or you're being emotional, flirtatious, and diplomatic (thus, Feelings). ![]() You know the title, Lasers and Feelings? Everything in the game boils down to one of those two. It could also be a great spark for what you'd be doing at the start of the game.Ĭhoose your number, from 2 to 5. (Okay, so it actually says Doctor, Scientist, and Engineer, but you get what I mean.) Again, technically no mechanical advantage to being one or another, but it does give you an idea for the pecking order on the ship. These are your McCoys, your Spocks, your Scotties. These are all goofy things like "Alien," "Hot-Shot," and "Sexy." There are no mechanical benefits for choosing one or the other, but they're certainly descriptive, at least enough to tell you what cheesy cliche you're falling into.Ĭhoose a role for your character. For example, in the character design paragraph, you're asked to do five things:Ĭhoose a style for your character. Basically, it's a system to play episodes of Star Trek: The Original Series, with all of its campy goofiness fully intact. It takes up a grand total of 1 page, though it crams itself up to the gills to do that. Lasers & Feelings is a very, very minimalistic system. Captain Darcy has been overcome by the strange psychic entity known as Something Else, leaving you to fend for yourselves while he recovers in a medical pod." ![]() Your mission is to explore uncharted regions of space, deal with aliens both friendly and deadly, and defend the Consortium worlds against space dangers. ![]() "You are the crew of the Interstellar Ship Raptor. If these go all right, I'll move on to the longer ones. To start off, I'll be looking at the four short systems, going from shortest to longest. He has four games which are short, minimalistic games (Lasers & Feelings, GHOST/ECHO, The Mustang, and Ghost Lines) and three full-fledged game systems (Lady Blackbird, Danger Patrol, AGON). They're all created by a man named John Harper and posted for free on his website, Hello, everyone! I'd like to talk about a specific set of games that I find interesting. Lasers & Feelings posted by ActingPower Original SA post
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