Lasers & Feelings vs Tiny Dungeon
Compare Lasers & Feelings and Tiny Dungeon side by side. See differences in complexity, dice, genre, and more.
| Lasers & Feelings | Tiny Dungeon | |
|---|---|---|
| Genre | Sci-Fi | Fantasy |
| Tags | Rules-Light, One-Shot Friendly, Beginner-Friendly, Low-Prep, Comedy, Collaborative, Fiction-First, CC-Licensed Rules, Tag-Based | Rules-Light, Beginner-Friendly, One-Shot Friendly, Low-Prep, Fast-Paced, Dungeon Crawl, Theater of the Mind, Heroic, Tag-Based |
| Core Mechanic | 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. | Roll 2d6: if any die shows 5 or 6, you succeed. Advantage grants 3d6; Disadvantage drops you to 1d6. No attributes, no skill list: Traits grant situational Advantage, and weapon Mastery/Proficiency determines combat dice. |
| Dice | d6 dice pool | 2d6 |
| Complexity | Very Low | Very Low |
| Availability | Free core rules | Free quickstart |
| Runnability | Book tools not listed | 2 of 5 book tools |
| License | CC BY 4.0 | Proprietary (TinyD6) |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | One Seven Design (John Harper) | Gallant Knight Games |
| Year | 2013 | 2018 |
| Languages | English | English, Spanish, French, German, Polish |
| Best For | 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. | Groups wanting fast, minimalist fantasy with almost zero rules overhead: character creation in minutes, core mechanic in one sentence, and tons of optional modules to bolt on. |
| Highlights | Entire game fits on one page, zero prep needed, character creation takes seconds, free and Creative Commons licensed | Entire core rules fit in ~20 pages, character fits on an index card, huge trait list for customization without complexity, 17 included microsettings, extensive optional rules (martial disciplines, magic schools, ship combat) let you dial complexity up |
| Considerations | 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. | Binary pass/fail with no degrees of success, fantasy-only (other TinyD6 games cover sci-fi), no built-in advancement by default (optional), very light on tactical depth |