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Generic Universal RolePlaying System

Tabletop and LARP Dungeons & Dragons GURPS Pathfinder

 /r/GURPS Monthly Campaign Update
Posted: 2026-10-01T10:00:33+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.

– submitted by – /u/AutoModerator
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 /r/GURPS Monthly Campaign Update
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.

– submitted by – /u/AutoModerator
[link] – [comments]
 [seeking advice] what magic system would you use for a cozy magic academy game
Posted: 2026-10-28T21:28:21+00:00
Author: /u/GURPSfanhttps://www.reddit.com/user/GURPSfan

So I'm working on a campaign setting where the PCs are all young witches and wizards going to magic school (a la, but not quite like, hogwarts). They're basically college students. The game is meant to be sort of cozy, with a Kiki's Delivery Service kind of vibe, and the challenges the PCs face are meant to be difficult to solve using magic (because, e.g., the conflicts are more centered around abstract concepts or interpersonal relationships rather than using magic to blow away a goblin).

I'm trying to decide what system of magic to use with the idea that there would be examinations and the like to determine if the PCs get passing marks on their classes. I'm leaning toward doing something where each college of magic is a single skill, and each spell within that college is a technique, with skill levels capped by thaumatology and techniques permitted to exceed that (so close to default ritual magic). But I've also considered syntactic and rune based magic systems, ritual path magic, the default skill-based system, even sorcery though it feels inappropriate, and more. I honestly cannot decide which to use, and I would love to get the thoughts of people on this subreddit to help me make a decision.

– submitted by – /u/GURPSfan
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 Ultra-Tech: TL9 Small Arms Revised
Posted: 2026-10-28T22:56:07+00:00
Author: /u/Cdru123https://www.reddit.com/user/Cdru123

There are plenty of complaints about the guns in Ultra-Tech, whether it's some guns having worse stats in certain aspects than High-Tech guns, excessively large magazines for handguns, or a simple lack of variety. A few years prior, I decided to make an alternate table of TL9 firearms that is meant to improve on Ultra-Tech's guns (though, admiteddly, in a way that is pretty optimistic on technological progress) and add more variety

https://docs.google.com/document/d/1IV4SJZcFhZiHsNYF68myCcIEqlgJp1on5cp46OpzrY4/edit?usp=sharing

– submitted by – /u/Cdru123
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 Rules for a being that finds it easier to multitask but struggles when focusing on a single task.
Posted: 2026-10-28T19:08:30+00:00
Author: /u/QuirkySadakohttps://www.reddit.com/user/QuirkySadako

Title. How would a feature/disadvantage/group of advantages and disadvantages be so it could emulate rules for such thing?

I thought about compartmentalized mind with no mental separation but that doesn't seem like a good solution.

– submitted by – /u/QuirkySadako
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 [LotM TTRPG] Assassin Pathway (Sequence 9 – 4)
Posted: 2026-10-28T20:21:57+00:00
Author: /u/pirinel_0-0https://www.reddit.com/user/pirinel_0-0
[LotM TTRPG] Assassin Pathway (Sequence 9 – 4) – submitted by – /u/pirinel_0-0
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 New and exciting ways to nerf guns (by Cdru)
Posted: 2026-10-27T20:01:42+00:00
Author: /u/Cdru123https://www.reddit.com/user/Cdru123
– submitted by – /u/Cdru123
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 Prospect Player DM question
Posted: 2026-10-26T13:58:03+00:00
Author: /u/Kaliburnushttps://www.reddit.com/user/Kaliburnus

Hello!

I’ve never had any experience with Gurps. I’m however looking for a generic ttrpg and some of my friends have directed me to Gurps

1) what are some of the advantages that Gurps have over other systems like Savage Worlds, Fate and Cypher?

2) I can see a new revised 4th edition got released, which would be a good entry point for myself, is there any active plan or has the author gave a glimpse if he will fund a 5th edition in the shot/mid term? If that’s the case I would wait for it instead of buying the 4th edition.

3) I heard that Gurps can be as easy or as hard as you want. I don’t understand this statement, how do you module gurps to be an easy or hard system?

Thank you!

– submitted by – /u/Kaliburnus
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 Requesting help with vows
Posted: 2026-10-25T18:28:03+00:00
Author: /u/InquisitiveNewbhttps://www.reddit.com/user/InquisitiveNewb

Hi. I'm trying to make a character with all vows for his disadvantages. Most vows I've chosen are pretty straight-forward, like a vow of poverty by substituting a wealth level of poor, but I have room for one more 5-pointer, and I'm thinking either generosity or selfless, since both are the right flavor. But... as vows, these cannot be resisted (no self-control roll), so I think, based on what I've read, that raises the value of either disadvantage from -5 to -12 points (x2.5). But I still need only a 5-point vow. Can you please suggest acceptable tweekings of the text for each disadvantages that you feel weakens them to a value of -5 (which appears to equate to a base value of -2 points for the disadvantage, with no self-control roll allowed, or roughly 40% as restrictive as the original text, though again with no option to resist). Thanks.

– submitted by – /u/InquisitiveNewb
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 Any good gurps podcasts for someone trying to learn nitty gritty details of the system?
Posted: 2026-10-25T00:59:24+00:00
Author: /u/MaimedJesterhttps://www.reddit.com/user/MaimedJester

Hey so I've been DMing for decades and now have a successful campaign that is getting more complex and so far been winging it, but going into a mechanically complex final battle around Halloween and oh boy players are experimenting on their own with magic because it's set up Halloween /Walpulurgist Night allows you to gain 1000 points to create spells for one night only...

And yeah I gave way too much free reign there, I know so now any mechanical experts podcasts I should listen to for a week of penance?

– submitted by – /u/MaimedJester
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 I made a side quest a year ago, and now I need to figure out what the reward does
Posted: 2026-10-24T20:48:23+00:00
Author: /u/HotIceehttps://www.reddit.com/user/HotIcee

About a year ago, I made a side quest where the players had to collect five keys to unlock a legendary rapier. I thought it would be a small thing on the side, but somehow it kept going, and now they’re finally about to get it. So I should probably figure out what it actually does lol.

I’ve already told them it’s unusually heavy and needs a strong person to use it. It’s made from a rare metal, and the wounds it causes don’t heal. There’s also a slot for a magic crystal that powers some kind of rotating mechanism, so I guess it’s basically a fancy magic drill.

After a year of collecting keys, I feel like it should do something more. Any ideas?

– submitted by – /u/HotIcee
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 GURPS Mass Combat for a PvP Wargame
Posted: 2026-10-24T03:47:31+00:00
Author: /u/maybe_elonhttps://www.reddit.com/user/maybe_elon

I'm looking to use the rules of GURPS Mass Combat to run a short wargame-y scenario. Players will each raise armies (in TL3) with a starting budget, then run them around a big hex map and fight each other. I know Mass Combat isn't necessarily a perfect wargame for this, but I think it captures the right levels of detail and abstraction in the right areas for what we want.

Reading through the rules, though, I have one big question: how do you resolve a situation where one force is trying to avoid or run from the other? In the rulebook example, the opposing forces know where each other are, they both want to fight, and they just travel in straight lines at each other to a battlefield. What do I do if one player doesn't want to fight another for whatever reason? If they're all on the same foot mobility speed, should they just be able to run around forever? Or should there be some kind of opposed Strategy roll (maybe affected by Recon superiority) to resolve the maneuvering of the forces?

Any thoughts are welcome. Thanks in advance!

– submitted by – /u/maybe_elon
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