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.
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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.
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Posted: 2026-05-05T17:14:21+00:00
Author: /u/Entire_Cantaloupe_47https://www.reddit.com/user/Entire_Cantaloupe_47
There is a Poll/Popularity contest being run by Bob the World-builder. Vote for your favorite Game System! (its GURPS, right?) The goal is over 10,000 people voting: he's gotten those kind of numbers for his polls before.
The Poll: https://docs.google.com/forms/d/e/1FAIpQLSdEkeKPSKPWSKrFNtMSZcUjXwRF-S_MCZWP3-LkgbicKJcFvg/viewform
Youtube Video on it: https://www.youtube.com/watch?v=iQ-8_dwoglU
Feel free to spread the word. I'm hoping we can get Gurps in the top 10! (different editions of D&D are considered their own systems).
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Posted: 2026-05-05T03:31:27+00:00
Author: /u/plazman30https://www.reddit.com/user/plazman30
| Found a copy of Low Tech at a decent price on eBay last week. The only two hardbacks I need to add to the collection are Zombies and Discworld. [link] – [comments] |
Posted: 2026-05-05T14:06:19+00:00
Author: /u/Ka_ge2020https://www.reddit.com/user/Ka_ge2020
TL;DR --- If you were to revisit magic in the otherwise excellent GURPSHammer to create an evocative treatment of magic in the setting of Warhammer Fantasy, what would you do now?
* * *
Sooo... I came out of the gaming closet (as it were) and professed myself a gamer at the local FLGS. Maybe pretty "So what?" for many, but a big step for the "limey bastard" in America land.
Unfortunately, while their mini/wargame, ah, game is strong, their RPG game is... not quite as fun or at least in the direction that I would like. All that seems to be on the menu is D&D, mostly D&D-adjacent games (Pathfinder, Shadowdark etc.), and Vampire the Masquerade. Seemingly, the Barnes & Noble section of the menu.
No shade on that section of the menu, of course. I just prefer to pick from another section.
With the strong wargaming, I thought that I would think about the "Warhammers" and see about GURPS-ifying them, because the original system(s) are just no. 40K has a particularly special type of fan, so I'm going to stick with Warhammer Fantasy Roleplay.
Which brings me to the rather excellent GURPSHammer-2.0 fan supplement. I love almost all of it, but the magic is leaving me a bit cold as it is built on the so-called "standard" magic system (skill-based). It was, however, written in 2008 and Thaumatology was perhaps only just out. Developed options like Ritual Path Magic and Thaumatology: Sorcery were but a glimmer in the eye of... err, something.
If you wanted to break out GURPSHammer/Warhammer Fantasy for a bunch of wargamers, some of whom are also D&D players, what would you do to the magic system to make it drip setting and lore without necessarily turning it into the random, punishing nightmare that is Tzeentch's Curse?
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Posted: 2026-05-05T05:35:59+00:00
Author: /u/mbauccohttps://www.reddit.com/user/mbaucco
Googling failed me, and I don't want to re-invent the wheel. Can anyone help? I want to use them as an alien race in my space opera campaign. Thanks!
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Posted: 2026-05-04T19:08:46+00:00
Author: /u/Jon_SoMMhttps://www.reddit.com/user/Jon_SoMM
Last night I was reading through the Zombies supplement. When I was reading through the Replacements section on page 150, I found the "Group Play" rules and figured it would be the best option for my game.
I was curious if other GMs that used "Group Play" allowed their players to change what character they have control of at logical points. Also how would roleplay typically be handled in a game like that?
I thank you for reading and any advice that you may have for me.
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Posted: 2026-05-04T15:13:05+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
A monthly post to share your maps, tokens, and other image files with the GURPS community.
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Posted: 2026-05-02T17:20:11+00:00
Author: /u/horticultururalismhttps://www.reddit.com/user/horticultururalism
Trying to map out a set of traits that let the illusionist start with a somewhat basic set of illusions ala minor illusion/prestidigitation and expand them using QP. So like making a wall that requires a check to disbelieve would cost 1 point +1 point per minute and an illusionary creature that could hold small objects or deliver a contact agent would cost 3 points and take 1 point per second. The idea is to give them flexibility for creative play rather than a hard set of abilities. Anything helps, cheers!!
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Posted: 2026-05-02T06:32:30+00:00
Author: /u/KingArchangelhttps://www.reddit.com/user/KingArchangel
As the title suggests, I'm looking for any and all advice to GURPS, as I'm new to the system and plan on running a game for a few friends of mine. I vaguely know the basics, and I've heard that I should stick to just three books in addition to the basic set or that the social reaction rolls aren't necessary and stuff.
Edit: I should clarify I that I know that I want to use GURPS. I did an entire one-shot to test it a bit, and know I wanna use it for a Mad Max/Fallout/Metro Style Post-Apocalypse game. What I'm asking for is advice for things I should look out for, practice, and stuff like that. Unwritten rules or good words of advice or good practices
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Posted: 2026-05-02T02:36:46+00:00
Author: /u/FroDude258https://www.reddit.com/user/FroDude258
I admit I have been looking at different systems after taking the plunge with some friends into tabletop with DND 5e. Our campaign lasted well over 5 years, and actually concluded the story we were telling.
But DND was just the thing we started with, and honestly it never was the selling point for me. So now that our old DM is too busy to make things I have been looking and occasionally asking questions to get ideas on systems. The things that they do and don't accomplish mechanically, thematically, etc.
Every single time, no matter the question it seems people come and recommend gurps.
good one book systems: gurps 3e, plus 4e basic set is getting a combined book
good universal rpgs: it is in the name of course
games that let you make magic vs science: many magic systems and tech levels
games that are good to solo with little prep: a poster said they only solo gurps and just 'eyeball' stats for NPCs they think matter and go from there.
Even when I bring up the fear of the amount of rules, they point out it is a toolkit you can throw everything out and just take the bits you need. Including a kinda heartwarming post about using a super simplified version for a fairy tale game for their young kids.
So, I just wanted to ask if anyone can let me know if I can take this historical behemoth and use it. Using optional rules, removing rules, preferably in basic set 4e or 3e
My friends and I liked one big thing about DND. The dumb things you could get away with. The Nat 20 house rule for succeeding very logically improbable things, and the sturdiness of PCs so that even the many times you fail you weren't as likely to just die outright for deciding to do something very stupid. Gave us some of our favorite moments in the campaign. Not saying I want to switch gurps to a d20 but the ability to just aim for the sky and not instantly get character ending consequences.
Semi related, but making heroic characters. Do I just buff PCs HP or something? I want someone to be able to get into range with someone with armor and just punch them bare fisted like some cheesy martial arts anime.
Any house rules to make the combat more cinematic. I just don't see the fun in fine precision turns of just aiming down the sights (unsure if this is exaggerated)
How hard is it to 'eyeball' NPCs like I heard for the sake of improv and soloing?
Let me be clear. This isn't me trying to make some kind of gotcha post. I am legitimately wondering if any of this would be possible or worth the effort to do in gurps since I keep seeing the system brought up.
And if not, that is fine too.
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Posted: 2026-05-01T19:47:29+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
| – submitted by – /u/I_m_different [link] – [comments] |



