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Lasers & Feelings vs Neon City Overdrive

Compare Lasers & Feelings and Neon City Overdrive side by side. See differences in complexity, dice, genre, and more.

Lasers & FeelingsNeon City Overdrive
GenreSci-FiCyberpunk
TagsRules-Light, One-Shot Friendly, Beginner-Friendly, Low-Prep, Comedy, Collaborative, Fiction-First, CC-Licensed Rules, Tag-BasedRules-Light, One-Shot Friendly, Fast-Paced, Low-Prep, Fiction-First, Atmospheric, Cinematic, Tag-Based
Core MechanicPick 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.Roll a pool of action dice (d6s) based on advantages, then roll danger dice for obstacles. Danger dice cancel matching action dice. Your result is the highest remaining action die.
Diced6 dice poold6 dice pool
ComplexityVery LowVery Low
AvailabilityFree core rulesPaid
RunnabilityBook tools not listed3 of 5 book tools
LicenseCC BY 4.0All Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherOne Seven Design (John Harper)Peril Planet
Year20132020
LanguagesEnglishEnglish
Best ForQuick one-shots with zero prep: the crew of the interstellar scout ship Raptor must save the day while the captain is out of commission.Groups who want fast, fiction-first cyberpunk action with minimal rules overhead and maximum style.
HighlightsEntire game fits on one page, zero prep needed, character creation takes seconds, free and Creative Commons licensedSimple action/danger dice mechanic, fast character creation, fiction-first tags drive everything, compact 72-page rulebook, strong cyberpunk atmosphere
ConsiderationsThe 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.Tag-based characters can feel mechanically samey, limited advancement system, danger dice can stack to make rolls feel futile, short rulebook leaves many situations to GM judgment