{{Blanks}} & [[Spaces]]

{{Blanks}} & [[Spaces]]

(A hack of John Harper’s Lasers & Feelings)

I am a big fan of John’s little two-page game Lasers & Feelings. I think it is especially good for hacking to fit with different adventure game styles and settings. So I’ve created this fill-in-the-blank version to encourage other people to create their own versions. This game, {{Blanks}} & [[Spaces]], like the original Lasers & Feelings is released under a CC BY-NC-SA license.

You are _________. Your mission is to explore _________, deal with _________, and defend _________ against _________. Your boss _________ has been overcome by _________, leaving you to fend for yourselves while your boss _________.


Players: Create Characters

  1. Choose a style for your character: _________, _________, _________, _________, _________, _________, or _________.
  2. Choose a role for your character: _________, _________, _________, _________, _________, _________, or _________.
  3. Choose your number, from 2 to 5. A high number means you are better at {{_________}} (described here _________.) A low number means you’re better at [[_________]] (described here _________.)
  4. Give your character a cool _________ adventure name. Like _________ or something.

Clothing and Equipment: _________, _________, _________, or _________.

Player goal: Get your character involved in crazy _________  genre adventures and try to make the best of them.

Character goal: Choose one or create your own: _________, _________, _________, _________, _________, _________, or _________.


Players: Create the _________ Location

As a group, pick Two Strengths for _________ Location: _________, _________, _________, _________, _________, _________, or _________.

Also, pick One Problem: _________ (described here _________,) _________ (described here _________,) _________ (described here _________,) or _________ (described here _________.)


Rolling the Dice

When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared and +1d if you’re an expert. (The GM tells you how many dice to rol, based on your character and the situation.) Roll your dice and compare each die result to your number.

If you’re using {{_________}}  (described here __________,) you want to roll under your number

If you’re using [[_________]]  (described here __________,) you want to roll over your number.

0 If none of your dice succeed, it goes wrong. The GM says how things get worse somehow.

1 If one die succeeds, it you barely manage it. The GM inflicts a complication, harm, or cost.

2 If two dice succeed, you do it well. Good job!

3 If three dice succeed, you get a critical success! The GM tells you some extra effect you get.

! If you roll your number exactly, you have {{Blank}} [[Spaces]]! You get a special insight into what’s going on. Ask the GM a question and they’ll answer you honestly. Some good questions:

What are they really feeling? Who’s behind this? How could I get them to do what I want? What should I be on the lookout for? What’s the best way to do this thing? What’s really going on here?

You can change your action if you want to, then roll again.

Helping: If you want to help someone else who’s rolling, say how you try to help and make a roll. If you succeed, give them +1d.


GM: Create a _________ Adventure

Roll or choose on the tables below.

A Threat

1. 4.
2. 5.
3. 6.

Wants to

1. 4.
2. 5.
3. 6.


1. 4.
2. 5.
3. 6.

Which will

1. 4.
2. 5.
3. 6.


GM: Run the Game

Play to find out how they defeat the threat. Introduce the threat by showing evidence of its recent badness. Before a threat does something to the characters, show signs that it’s about to happen, then ask what they do.

Call for a roll when the situation is uncertain. Don’t pre-plan outcomes. Let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill.

Ask questions and build on the answers.

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