Lasers and Feelings

Lasers and Feelings Rulesheet

Rulepage by One Seven Design

Premise
You are the crew of the interstellar scout ship Raptor. Your mission is to explore uncharted regions of space, deal with aliens both friendly and deadly, and defend the Consortium worlds against space dangers. 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.


With a potentially colorful and diverse cast that will embark on this mission, strap your seat belts to face the great dangers of the galactic universe!

Number of players:
1 Game Master (Or Space God if you prefer) 3-6 players recommended. You can go for more but you might want an experienced DM who is willing to balance the chaos factor against the rest of the universe.

What you need:
Pen & Paper Some 6 sided dice

Setting up:
Game Master


Come up with a rough outline for your campaign
If this is your first time being a GM, I recommend coming up with a rough premise to lead your players with.
To get the ball rolling, you could roll for scenarios (refer to rulesheet) and come up with crazy combinations like “Zorgon the Conquerer wants to corrupt the Space King/Queen which will result in the destruction of a solar system”
Maybe think of potential planets your players to visit, potentially large conflicts or obstacles in the way.

Decide on how people will interact with the game:
Are you going to do a turn-based system where there are 3 rounds in a day? Or just go with the flow with whoever wants to do something? It’s up to you as the GM to decide the flow of the game.
If you are ever unsure about an outcome, roll for it! Anyone who has played games with and RNG element in it can testify to the chaos it brings. While many will loudly protest how the gods have stacked their rolls with critical fails, keeping the nat 20’s locked away, can you really deny the fun the element of randomness brings? (Mechanics i.e rolling explained in rulesheet)

Be Flexible
Players will always be unpredictable. When they do something completely unexpected, just go with the flow and be prepared to stray away from the story you planned! It keeps the game fresh and interesting for both parties.
However, if you really think that there’s a really important story element that your players need to interact with, add a trail of cookie crumbs for them to follow!
e.g “As your group is being chased by the droids, you spot a flash of neon green dissapearing into the back alley.”

Players:
Choose your character!
Character creation is where the fun begins. Besides picking one of the many facets of human personalities, you can also become an extraterrestrial being yourself!
Different roles and ship characteristics may have different benefits, depending on your GM so choose wisely and disuss with your team.
Are you more of a logical thinker or an expressive one? Many of your decisions will have you to roll for it.
Other than that, go crazy with your characters!

All ready? Now go on and pursue your adventure!!!