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Children With Wands vs Lasers & Feelings

Compare Children With Wands and Lasers & Feelings side by side. See differences in complexity, dice, genre, and more.

Children With WandsLasers & Feelings
GenreFantasyScifi
TagsRules-Light, Family-Friendly, Beginner-Friendly, Cozy, Collaborative, Comedy, One-Shot Friendly, CC-Licensed RulesRules-Light, One-Shot Friendly, Beginner-Friendly, Low-Prep, Comedy, Collaborative, Fiction-First, CC-Licensed Rules, Tag-Based
Core MechanicTo cast a spell, the player says what they want it to do, and the Narrator sets a Spell Range from two values. Effectiveness rates how well the spell suits the task from 0 to 3, and Strength rates how much magic the goal needs from 1 to 20. The range runs from Strength minus Effectiveness up to Strength plus Effectiveness. The player then rolls a d20, and a result inside the range casts the spell cleanly. A roll outside the range still fires the spell, but mis-scaled into a complication. High rolls overshoot with too much power and low rolls fall short.Pick a number from 2–5. Roll 1–3d6 depending on preparation and expertise. Rolls under your number succeed at Lasers (science, tech, reason); rolls over succeed at Feelings (intuition, diplomacy, passion). Rolling exactly your number triggers Laser Feelings: a special insight where you can ask the GM one question.
Diced20d6 dice pool
ComplexityVery LowVery Low
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book toolsBook tools not listed
LicenseCC BY-SA 4.0 (core rules text)CC BY 4.0
Third-Party PublishingNot yet researchedNot yet researched
PublisherDinosaur Pirate GamesOne Seven Design (John Harper)
Year20262013
LanguagesEnglishEnglish
Best ForFamilies introducing younger players to tabletop roleplaying, and convention one-shots where everyone needs to be making characters and playing within minutes. The cooperative, low-stakes structure suits mixed-age tables more than groups after tactical depth or character builds.Quick one-shots with zero prep: the crew of the interstellar scout ship Raptor must save the day while the captain is out of commission.
HighlightsPlayers roll to determine a spell's power rather than its success, so a high roll overshoots the intended band just as badly as a low one. The Narrator announces each spell's range before the roll, letting the table weigh a clever but risky idea against a safe one as an open choice instead of a blind gamble. Spells that miss their range still go off and spawn fresh problems, turning failure into the engine that drives the session rather than a dead end.Entire game fits on one page, zero prep needed, character creation takes seconds, free and Creative Commons licensed
ConsiderationsSetting each Spell Range is a real-time Narrator judgment of a spell's fit and power, so the game leans heavily on a confident improviser to run well. Casting a spell is the only way to resolve a real challenge, leaving groups who want to settle problems through mundane skill or social play without a subsystem for it. Every child shares the same resolve pool, single die, and short perk list, so characters distinguish themselves mainly by which spells they know.The GM carries most of the creative and structural load. The single stat means characters can feel mechanically identical. There is no structured scenario framework beyond the initial hook.