Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-08-01T10:00:17+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.
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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: 2026-08-24T02:16:44+00:00
Author: /u/Worried_Gold7870https://www.reddit.com/user/Worried_Gold7870
| In this post (link) I put out that I have a Utility that automates Chapters 4 and 5 of GURPS Space, as well as a lot of functions that help support a Space GM. I have just cut version 0.9.5 beta of it, and it adds a bunch of stuff, and fixes a longstanding headache. First the big thing: I've figured out how to print the RTF from the descriptions properly (without having to write my own RTF parser). On top of that, the hex maps now print with edge and vertex hexes split, and the poles highlighted. The other big thing is that now trade routes and distance finding can follow jump lines, or even follow "reachability", where travel from system to system is only possible up to a certain distance (like having a Jump-N drive in Traveler). This can also show systems that are "unreachable", though the astrometrics dialog will still show the direct distance to a system. Also in this version is a much improved search dialog, which can catalogue objects in the database and export them to csv files. (I'm including three images of the three pages of Earth's PRS, since I can't include the PDF) Link to the program here. [link] – [comments] |
Posted: 2026-08-24T01:04:18+00:00
Author: /u/Shadowlands97https://www.reddit.com/user/Shadowlands97
Based on how it is written. I only have GURPS Basics, Powers, Martial Arts and TG in addition to FDG. There is also GURPS Expanded Grappling that DOES. But it isn't TG or FDG so I'm not sure how it would work in FDG. Provided you had a TK-like ability ala Ms All Sunday/Nico Robin. Thanks!
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Posted: 2026-08-23T18:01:44+00:00
Author: /u/erakusahttps://www.reddit.com/user/erakusa
I'm reading through Ultra-Tech/High-Tech in preparation for a Cyberpunk game, and I have a question regarding targeting programs/laser sights and how they interact with the Accuracy cap detailed in the Aim maneuver.
My gut says that the way they are worded in High-Tech and Ultra-Tech, that Targeting Software and Laser Sights are somewhat of a passive bonus to Guns/Gunner directly which work as long you can see the output of the software/laser beam, while scopes, rangefinders, etc, are active bonuses that you need to Aim to get.
So with that assumption, the Target Software and Laser Sights are not capped by Acc (in other words, added directly to skill), while Scopes and the like are (the bonus you get is at most equal to Acc).
Is this correct? Or am I missing something?
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Posted: 2026-08-23T07:04:16+00:00
Author: /u/TiredandFrustrated21https://www.reddit.com/user/TiredandFrustrated21
I am very new to GURPS, as I am still learning the systems and everything else. That being said I am trying to think of a game to introduce my close friends and fiancé to the system to see if they would be interested in it as well. They are at least familiar with TTRPGs to very experienced with them.
I did have an interesting idea for a story based off some interesting inspirations I won't go into too much detail about. But the plot synopsis follows as such;
1940-60's Setting, Fantastical elements such as fantasy & anthro races among normal humans. Magic is more or less conjoined into science as part of every day life and technology (Lightening magic to power light bulbs, Guns fire magic bullets, ect. Nothing too crazy.) Think 'Low Fantasy' with a focus on the time period itself.
The party (Unknown number, though probably a very small one of 2-3, maybe 4?) is a company of Freelance detectives who've had trouble securing work recently. But hit a break when they get called into investigate a very Hush-Hush crime scene by City Officials that leads to them being pulled into a Conspiracy by a Criminal Organization to take over the city using a type of magical item that can transport weapons and contraband without any kind of detection.
The Magic item in question was also an idea I had a fun idea for, sort of a interesting way to handle expanded inventory for the party. Magic rings that could summon any container from a Steamer trunk, to a functioning Fridge, to even a covered wagon. Not meant to really be balanced but give players a fun magical item each that has certain rules they'd need to work with. The certain rules in place such as;
- The Summoned containers require the adequate amount of space to be summoned, and can only be unsummoned when closed.
- The Space inside the container is finite to what it would actually hold, can only fit things that could logically fit within the dimensions of the container.
- The Container each player will receive will be rolled randomly from a list by them, and no player will have the same container as any other in the party.
- Living beings such as animals, people, creatures, cannot be stored inside a container. But Plants can, and held in a state of statis while the container is summoned again
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Posted: 2026-08-22T18:05:37+00:00
Author: /u/Key-Pickle-3687https://www.reddit.com/user/Key-Pickle-3687
Hey Y'all, I'm going to be gming a campaign in a short while for the first time and I'm wondering if you have any tips on creating cursed items or other types of macguffins with clear downsides.
For some background, the campaign will be mostly realistic (being based in 1950's New York) with a Persona-series like other world which warps and affects the real world in subtle ways. The items will be mostly mundane while in the real world, but will gain powers while in the other plane.
The thing is, the more "cinematic" powers are easily able to be handled through flavor and a bit of mechanical and story based handwaving, but Gurps being Gurps, there seems to be a million different ways to make the actual mechanical effects of them.
My current plan is to make items that when used in the designated way grant their wielders a set of Advantages and Disadvantages. The point cost shouldn't matter since there's no reason to charge the players for an item I'm giving them, but should I still design the abilities with the logical limitations? Preparing for when an item gets stolen, should I mark down that the Advantage has the "Can be stolen" and "Breakable" limitations? Is there a reason to beyond just wanting to make sure everything goes as by the books as possible? (Thinking about it, this could be handled pretty easily with an Item template that just has every limitation like that listed already.) The players probably won't have access to the exact descriptions of these so I'm just wondering what you guys do with GM only stuff.
Also, are there any interesting limitations to make traits partially nullifiable?
I'm also barely versed in how psionics and spells interact with item creation so should I look into those or is my advantage idea good enough. I do know that those are more meant for players wanting to create items. (Some spells do have unique effects that advantages can't cover completely so I shouldn't wholly shut them down though.)
Also, if you have any supplement books to recommend for this it would really help.
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Posted: 2026-08-20T18:15:40+00:00
Author: /u/AdEnvironmental9698https://www.reddit.com/user/AdEnvironmental9698
Realizing that the best way to get a GURPS group together is for me to be the GM.
I am asking what the best way is to become a good GM for GURPS? But I want to take it one step further; I am willing to meet with or correspond with anybody here about how to become a better GM. I also have a small budget and am willing to pay for classes or other resources.
Many years ago, I tried to GM a “Supers” game, but I ran into the newbie problem of a player putting all of his points into one skill and one-shotting every foe, which ruined the game for the rest of us.
For years now, I have been collecting GURPS books, and I actually want to play GURPS to justify my collection!
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Posted: 2026-08-19T13:49:08+00:00
Author: /u/Kiroanahttps://www.reddit.com/user/Kiroana
How many points would likely fit for a maze runner-esque game?
I was thinking 50 to 75, with a required Amnesia disad.
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Posted: 2026-08-19T05:33:04+00:00
Author: /u/Radicalkillgravhttps://www.reddit.com/user/Radicalkillgrav
My apologies if this is the wrong subreddit to post this but I've just got a few GURPS books and I'm very interested in playing, but the few tabletop friends I have aren't willing to play.
I suppose I'm asking if there's a discord or a forum of some kind, as I checked Roll20 and there was nothing in English, or if there are any groups willing to accept a newbie here.
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Posted: 2026-08-19T00:38:16+00:00
Author: /u/FaralWindstornhttps://www.reddit.com/user/FaralWindstorn
Posted: 2026-08-19T01:19:39+00:00
Author: /u/Alarmed_Attention895https://www.reddit.com/user/Alarmed_Attention895
Does anyone have hands-on experience with this? Did you enjoy using just *GURPS Lite*?
I’m just getting started with GURPS and would like to know how far I can go using only *Lite*. It doesn't seem difficult, but dealing with the entire *Basic Set* feels like a lot of work.
And regarding the 4E *Basic Set* alone—how far can you take it, and what are the best settings? (Of course, I plan to use other books later, but I’d like to start small and build up gradually.)
Can anyone recommend a short adventure?
How many character points do you usually use for a realistic game? How many for something OSR-style?
Oh, one more thing—since I’m already asking a lot of questions: How well does naval combat (say, the year 1000 or 1500) work using only the *Basic Set*?
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Translated using Google; I hope it turned out well. It inserts asterisks when translating the titles of works; please don't mind the asterisks and dashes.
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