Last week, we had the option of choosing a game to play. The group I joined was playing Lazers and Feelings, a quickstart SciFi RPG all about using your laser or your feelings to solve all of our problems. I decided it would be fun to play the ship’s engineer, an android named distribution android model R-3 class Double L or D.A.R.3.L.L for short. Darell had a 5 in lasers which meant he was an expert in all things technology and logic. Lasers and Feelings only as one stat which determines how you can interact with the world. If you have a high Laser score like D.A.R.3.L.L, then you want to roll a 5 or lower on a d6 for your action to be successful. The opposite goes for Feelings, in which you would want to roll above your chosen number. The hardest e part about playing Lasers and Feelings was remembering that if you rolled your chosen number (5 for D.A.R.3.L.L), you got to ask the Storyteller one question about the situation.
After the unfortunate comatose state of our former captain, the crew picked up on a distress beacon from a derelict ship. We found no life signs aboard and decided to board through an airlock. I powered up the ship to reveal a bloody mess. The crew appeared to have been massacred by an assailant known to them. We decided it would be a good move to secure the armory to gear up against the threat. While looting the armory for everything we could, the assailant hailed us from the bridge. We negotiated a parlay and prepared for the worst. It turned out that an android spy worked its way on board and was trying to turn the ship into a planet killer. Thanks to our new weapons, we quickly turned the machine into scrap and blew up the ship ourselves.
Lasers and Feelings really shine in its light mechanics. Having only a single number determine how good you are in two opposite fields is a really cool way to build roleplay into the mechanics. Since my character was amazing at mechanics, I found it really fun to roll for feelings hoping that I would get a 6. My weird robot brain would understand humanity a little bit better with each successful roll. Quickstart RPGs like this one are great microcosms for leadership. Each of our characters had the opportunity to guide the crew’s choices and how we handled different situations. Our robot doctor would assess corpses, I would take any engineering concerns. Our security officer and explorer would guide us through the ship, and our science officer would keep us all sane. It was a great experience, and I recommend it to everyone.