Feelings: GM: Create A Space Adventure
Feelings: GM: Create A Space Adventure
Feelings: GM: Create A Space Adventure
Feelings
is open for hacking
WANTS TO... and remixing under
1. Destroy / Corrupt 4. Protect / Empower a CC BY 4.0 license.
creativecommons.org/
2. Steal / Capture 5. Build / Synthesize licenses/by/4.0
3. Bond with 6. Pacify / Occupy Make your own L&F
YOU ARE THE CREW OF THE INTERSTELLAR SCOUT SHIP RAPTOR. Your mission is to explore
THE... hack and share it (or sell
uncharted regions of space, deal with aliens both friendly and deadly, and defend the Consortium it!) as you like.
worlds against space dangers. CAPTAIN DARCY has been overcome by the strange psychic entity 1. Space Pirate King/Queen 4. Quantum Tunnel
known as Something Else, leaving you to fend for yourselves while he recovers in a medical pod. THANKS
2. Void Crystals 5. Ancient Space Ruin
Aubrey, Ron, Vincent,
PLAYERS: CREATE CHARACTERS ROLLING THE DICE 3. Star Dreadnought 6. Alien Artifact Ben, Graham, Meg, Ryan,
Jason, Brendan, Gene,
1 Choose a style for your character: Alien, Android, When you do something risky, roll 1d6 to find out how WHICH WILL...
Laser, Leonard, Bill, Wil.
Dangerous, Heroic, Hot-Shot, Intrepid, or Savvy. it goes. Roll +1d if you’re prepared and +1d if you’re 1. Destroy a solar system 4. Start a war / invasion
CHECK OUT
2 Choose a role for your character: Doctor, Envoy, an expert. (The GM tells you how many dice to roll,
2. Reverse Time 5. Rip a hole in reality thedoubleclicks.com
Engineer, Explorer, Pilot, Scientist, or Soldier. based on your character and the situation.) Roll your
dice and compare each die result to your number. 3. Enslave a planet 6. Fix Everything nightskygames.com
3 Choose your number, from 2 to 5. A high number
means you’re better at LASERS (technology;
science; cold rationality; calm, precise action). A low
If you’re using LASERS (science, reason), you want
to roll under your number.
GM: RUN THE GAME
number means you’re better at FEELINGS (intuition; Play to find out how they defeat the threat. Introduce the threat by showing evidence
diplomacy; seduction; wild, passionate action). of its recent badness. Before a threat does something to the characters, show signs
If you’re using FEELINGS, (rapport, passion) you
that it’s about to happen, then ask them what they do. “Zorgon charges the mega-
want to roll over your number.
4 Give your character a cool space adventure
name. Like Sparks McGee or something.
cannons on his ship. What do you do?” “Daneela pours you a glass of Arcturan
whiskey and slips her arm around your waist. What do you do?”
You have: a Consortium uniform (with built-in vacc-suit
for space walks), a super-sweet space-phone-camera-
0 If none of your dice succeed, it goes wrong. The
GM says how things get worse somehow. 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
communicator-scanner thing (with universal translator),
a variable-beam phase pistol (set to stun, usually). 1 If one die succeeds, you barely manage it. The
GM inflicts a complication, harm, or cost.
always changes after a roll, for good or ill.
Ask questions and build on the answers. “Have any of you encountered a
Player goal: Get your character involved in crazy space
adventures and try to make the best of them.
2 If two dice succeed, you do it well.
Good job!
Void Cultist before? Where? What happened?”