Lasers & Feelings
A one‑page, rules‑lite sci‑fi game by John Harper. Build a crew, set a mission, and resolve with a single 2d6 stat that balances logic (Lasers) and passion (Feelings). Great for new players and quick one‑shots; add light procedures if you want multi‑session arcs.
Science Fiction • 3-6 players • Needs GM • 2/5 complexity • One-shot friendly
Theme and Setting
Tone is bright, adventurous, and flexible—from earnest Trek‑style diplomacy to goofy capers. Core Mechanics Each character has one number (2–5) between Lasers (logic, tech, calm) and Feelings (intuition, rapport, passion).
How Play Feels
To attempt something risky, roll 1–3 d6: you succeed on each die that’s on the correct side of your number (≤ for Lasers, ≥ for Feelings). Expertise, help, and gear add dice; acting against your strengths may remove one.
What Makes It Distinct
When you roll exactly your number, you have Laser Feelings : ask the GM a question and get a tactical advantage. The loop keeps scenes brisk and cinematic—no granular positioning or damage math.
Where It May Not Fit
You want denser mechanical crunch or build complexity You want combat and action to drive most of the session.
What this game is about
A strong fit for groups that want science-fiction ideas to shape the actual play experience, with classless helping define the experience.
Structured data and an explicit decision profile JSON document are available for remote agents.