Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-05-01T10:00:42+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
This is a monthly r/GURPS thread for anything and everything related to your own campaigns. Tell us how you and your friends are making out. Update us on the progress of your game. Tell us about any issues you've run into and maybe we can help. Make suggestions for other players and GMs.
[link] – [comments]
Posted: 2025-05-01T10:01:00+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
This is a monthly r/GURPS thread for anything and everything related to your own campaigns. Tell us how you and your friends are making out. Update us on the progress of your game. Tell us about any issues you've run into and maybe we can help. Make suggestions for other players and GMs.
[link] – [comments]
Posted: 2026-05-31T05:05:31+00:00
Author: /u/thalcoshttps://www.reddit.com/user/thalcos
| There's a brand new, free, unofficial 1shotadventure available today - The 99 Devils of Uzrah's Palace. Believe it or not, this is the first dungeon crawl adventure I've published on the site! In this adventure, the PCs journey to the mist-shrouded Isle of the Veiled Moon in search of a pirate lord’s legendary treasure... only to become trapped within a ruined palace of shifting illusions. To survive, they must outwit a soul-drinking efreet and evade a diabolic serpent so terrifying that it once drove the palace's master sorcerer to flee in fear. Set in the Arabian Nights era, the adventure is filled with strange monsters, wondrous magic, and deadly traps. But it's easy to port to other fantasy settings like Yrth. As always, it includes pregenerated characters, handouts, tokens, GCS characters, and everything else you need to drag your friends into a GURPS game. And Enjoy! There are now over 40 (!) free GURPS adventures on 1shotadventures, many of which cover some of GURPS' more unusual genres that might make for fun one-shots, like pulp, action, spies, historical horror, and more. There's even some solo adventures! To see them all, check out the complete list of adventures. [link] – [comments] |
Posted: 2026-05-31T16:55:54+00:00
Author: /u/Impossible_Grab_4515https://www.reddit.com/user/Impossible_Grab_4515
Hi all,
I'm relatively new to GURPS and my group and I are planning on running a campaign where the players are Intelligence Officers, such as members of the CIA or MI6. I am going to be running this game, and I am currently weighing up disadvantages given to them at the start of the game because of this profession. So far, they would be:
-Code of Honour (Intelligence Officer) (10 Points)
-Enemies (Regime) (80 Points- 40 from it being a regime, which I deemed fit under the 40 points "Government" section, multiplied by 2 for them appearing Quite Often)
-Sense of Duty (Intelligence Agency) (10 Points)
I am wondering if this gives the characters too many points to start with as this totals 100 back to them, and I had planned for them to start around 125 Points. Any feedback is greatly appreciated.
Thanks!
[link] – [comments]
Posted: 2026-05-31T14:26:55+00:00
Author: /u/Low_Routine1103https://www.reddit.com/user/Low_Routine1103
Hello, this is just a question of Forth edition rules. In fourth Edition, you simply build vehicles as characters, yes? So how does that affect a number of rules for things you’d want to do with a brick? (I am a newbie at using vehicles so my apologies if these are well known.)
- Where are the rules for getting in or out of a vehicle? (Besides a mecha using the battlesuit skill)
- If I equip a vehicle with guns but no manipulators or arms, do I just assume it’s attached to the vehicle’s body?
- Do weapons deal different damage at different Size modifiers? Cause I want to also give infantry (albeit supersoldiers in battlesuits) heavy weaponry as well.
- Am I also allowed to equip more than two weapons and have them active at a time on a vehicle?
- Do vehicles just use the same armor as infantry? So I could make a vehicle in a battlesuit?
- There are skills where you shoot something out of your hand, if I equip a vehicle with handless arms (like a mecha) with that, do they still get to use those skills?
- Do I always get to punch things? If I built a normal tank, could I still do a punch by saying I swing the cannon at an enemy?
Theres probably more rules I’d like to ask, but I can’t think of any right now, but feel free to answer potential future questions you’d think necessary in the replies.
[link] – [comments]
Posted: 2026-05-31T17:30:24+00:00
Author: /u/jaysprenklehttps://www.reddit.com/user/jaysprenkle
| – submitted by – /u/jaysprenkle [link] – [comments] |
Posted: 2026-05-31T10:08:38+00:00
Author: /u/Icy-External8155https://www.reddit.com/user/Icy-External8155
4X deciphers as "explore, expand, exploit, exterminate", it's a subtype of strategy games like Civilization, where there's a relatively large unsettled and undiscovered map, and you're free to put settlements anywhere you want.
I imagine it sorta like that: there's a hex terrain map¹, a player is literally a whole ruling dynasty (or whatever else fits), who's going to sit in capital in a starting hex, send out settlers (engineer units from Mass Combat, bought via Defence Budget from City Stats) to build new cities, use City Stats to develop them, manage roads that connect these cities and goods flowing through them, and from time to time, look up rules from Realm Management to estimate certain global parameters, for example, to see when the tech level grows.
GM decides on outcomes of player interaction (including Mass Combat) and non-controllable events.
Sometimes, a smaller scale is used, like ordering specific buildings in certain cities, training governor NPCs with higher necessary skills like Administration, and perhaps playing regular adventures in the the created environment.
¹probably can use procedural map generation instruments from videogames, though it doesn't necessarily look pretty. If it's based on squares, just combine them into 2×2 squares that are tiled like hexagons.
[link] – [comments]
Posted: 2026-05-30T21:41:41+00:00
Author: /u/ScootsTheFlyerhttps://www.reddit.com/user/ScootsTheFlyer
So, something I've noticed, at least, insofar as I could tell, in basic rules on handling ranged weapons in GURPS, especially guns, especially early guns. Realistically, for certain weapon types, there exist practical limits of effective accuracy and range, beyond which, no matter how skilled the operator is, the situation is just out of their hands due to the inherent lack of capability on the weapon's part. This would be most noticeable for smoothbore muskets with military loads that would use significantly undersized balls, or, for example, for the medieval handgonne. No matter how skilled a soldier is at shooting one of those, just due to the fundamental limitation of accuracy, beyond a certain range, they have no hope in hell of hitting anything except through sheer, increasingly unlikely, amounts of luck.
GURPS, to the best of my knowledge, at base rules level, does not represent this.
For example, if my memory serves me right, you could be standing 50 yards away from someone armed with a gonne, and let them shoot at you for quite the prolonged period of time, and it would be highly unlikely, almost no matter what the handgunner does, that you would get hit, just due to how fundamentally inaccurate the weapon is when used by an individual gunner against a point target. Indeed, a target 50 yards away is at -8 to hit, and the Gonne only has 1 Acc; so even with 3 seconds of Aim you only have +3 compensatory accuracy + aiming bonuses, so you're still at a -5 to hit.
But then, let's say, take an absolute crack handgunner with Guns (Gonne) 18 is the one aiming it, and he has someone else to assist in setting it off - the shot will be rolled against 13, which has a cumulative 83.8% chance of succeeding.
That's, I'd argue, far more accurate than that weapon would be at such a range, so, essentially, my "problem" with that is the fact that the operator's skill somehow magically makes a gun that, realistically, due to how physics and ballistics work, relies largely on dumb luck at that range, more reliable, in ways that no amount of operator skill would actually really be capable of.
An idea I had to try and account for this would be to create "maximum practical skill" numbers before range - where the maximum skill level before applying range penalty is capped at a value, such that that value, subtracting the range penalty for the maximum practical range, defined as "range at and beyond which hitting the target is increasingly a matter of luck and variables beyond the shooter's control", would work out to 10.
So, for example, if a given weapon has "maximum practical" defined as the aforementioned 50 yards, whereby the idea is that at 50 yards and beyond, too many variables outside the shooter's control begin influencing the accuracy of the shot, then the "maximum practical skill" is 18: if firing at a target at 50 yards away, 18-8 works out to 10, with 10 being a 50/50 chance to hit, becoming increasingly unlikely afterwards as the range increases.
Thoughts?
Useful, not useful, dumb?
Would playing with something like this be interesting or mind-numbing?
I recognize it ultimately solves a problem that doesn't exist in most games (how often are you dealing with people using Low Tech firearms with 20+ raw skill TN), but my argument is that for the simulationist approach GURPS takes for guns, it seemed quite weird to me that the whole, "sufficiently high skill magically makes weapons that physically have no hope in hell of making a given shot IRL, be able to reliably make that shot", aspect, was just kind of left as is.
[link] – [comments]
Posted: 2026-05-30T09:31:02+00:00
Author: /u/Kiroanahttps://www.reddit.com/user/Kiroana
Per the title, what disadvantages would make up realistic PTSD?
I'm working on a character who basically lost absolutely everything in what to her was a very brief time - and I'm unsure what all disadvantages the resulting trauma warrants.
[link] – [comments]
Posted: 2026-05-29T19:13:57+00:00
Author: /u/ConstantineFavrehttps://www.reddit.com/user/ConstantineFavre
Today was 4th session in my setting, and through entire campaign there is a clear evidence that the more time i spent preparing for session, the worse session turns out. Basically i had 2 sessions where i as gm, didn't prepared at all, just generating maps and enemies while players are in social rp with each other, and they turned out 8-9/10, session that i prepared in mid effort was about 6/10, and session that i torn my butt off, with map creation, npc lore, world lore, enemy tactics, etc, turned out like a crap...
Fellas, have you had same experience? If you had, how can i prepare for sessions in a way that is actually makes sessions better, because so far more effort = less quality.
[link] – [comments]
Posted: 2026-05-29T08:58:58+00:00
Author: /u/Desperate-Emu-1671https://www.reddit.com/user/Desperate-Emu-1671
Hello there, looking for some advice
I'm creating character for t3
With 100 points (+50 dis + 5 quirks)
Want to make something like an assassin with knifes
Can someone help me with skills i need to create this character?
For equipment im thinking about VF Big Knife
Was thinking about Cloak or another VF Big Knife in second hand thou
Don't know about poisons.. im thinking they are too bad if you can deal massive damage in vitals or neck?
[link] – [comments]
Posted: 2026-05-29T03:45:29+00:00
Author: /u/Low_Routine1103https://www.reddit.com/user/Low_Routine1103
This is just a quick question of if GURPS lets you build Status Effects. I know the game already has some like Stun or Poison, but I was curious if I could make my own using official rules.
[link] – [comments]



