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 /r/GURPS Monthly Campaign Update
Posted: 2025-12-01T11:00:47+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]
 A second part of my slides for a GURPS cyberpunk campaign.
Posted: 2025-12-21T06:05:00+00:00
Author: /u/Constant-Challenge-1https://www.reddit.com/user/Constant-Challenge-1

Yes, they are still in Russian. But I hope they can serve as some inspiration for Game Masters to get a feel for what a cyberpunk GURPS game can look like.

My players even though this was their first game of such complexity really enjoyed it and were happy. Although, based on my own experience, I had to use the most cinematic, "cinematic" rules for netrunning, and we didn't dive deep into tactics. The entire game was focused on being a cinematic techno-action flick, a bit of a thriller, and a crime drama set in a dark future atmosphere.

My players' characters went through a lot. One lost his family, dependents, and one broke free from a corp that secretly owned her (while another found a new family). The plot centered on them being hunted by a corp hitman while trying to stop an evil scientist-turned-digital-engram (like a ghost in the machine) from releasing a city-wide super-drug that causes cyberpsychosis. They were trying to return stolen data to make the corp leave them alone.

The campaign ended tragically. Their fixer, Tanya, who stayed loyal instead of disappearing with the money, died in the final fight. This happened just a day after a super cinematic "last round" in her bar—a bar the hitman later destroyed and they burned down themselves.

Starting every session with "Goood morning, City of Angels" never gets old—it still sets the perfect mood for my players. Using a cinematic GURPS style was absolutely the right call for this campaign.

And I was so inspired by the whole thing back then that I even designed T-shirts with the logo, though we never got around to printing them.

I'm sharing all this, by the way, because I ran the campaign partly using system advice I picked up from this subreddit. So thanks, GURPS folks — you're awesome.

– submitted by – /u/Constant-Challenge-1
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 Ritual Path question
Posted: 2025-12-21T09:15:59+00:00
Author: /u/nammshubhttps://www.reddit.com/user/nammshub

Hello,

I have a rule question about ritual path. When you want to prepare a triggered spell, you need to wrap the spell with a Lesser Control Magic effect. If i want to cast for instance an animal spell with a skill Path of Animal: 16 and a skill Path of Magic: 13, Wich of the two skills should i use to collect energy and to cast the spell ?

Thank you.

– submitted by – /u/nammshub
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 BFM Security & Intelligence – Three Hundred and Thirty-Three
Posted: 2025-12-21T12:59:35+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
BFM Security & Intelligence – Three Hundred and Thirty-Three – submitted by – /u/I_m_different
[link][comments]

 Made these modern-style reference slides for my players. For my homebrew GURPS Cyberpunk campaign.
Posted: 2025-12-20T10:52:58+00:00
Author: /u/Constant-Challenge-1https://www.reddit.com/user/Constant-Challenge-1
Made these modern-style reference slides for my players. For my homebrew GURPS Cyberpunk campaign.

Из россии с любовью.

I'm not just the GM, but also a graphic designer. I've always loved the clean, textbook aesthetic of classic GURPS books, but for our game in 2025, it felt a bit dated for the tone I wanted.

I'm a huge cyberpunk fan and have been wanting to run a game in my own setting, inspired by genre staples like Gibson's novels, Deus Ex, and Cyberpunk 2077.

So, I decided to bridge the gap. I kept the logical, information-dense spirit of GURPS but repackaged it with a more modern, sleek, and digital UI feel fitting for the genre.

A quick note on language: I'm based in Russia, and my players are most comfortable with Russian. So, the text on all the slides is in our native language — it helps with immersion and makes the game flow smoother for our table. I figured the core ideas of cyberpunk design and GURPS adaptation would still be interesting to share visually! I'm happy to explain or summarize any specific slide in the comments if you're curious.

– submitted by – /u/Constant-Challenge-1
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 Knockback
Posted: 2025-12-20T00:47:32+00:00
Author: /u/xXH3wmanPigXxhttps://www.reddit.com/user/xXH3wmanPigXx

So I'm trying to make an Innate Attack that just does Knockback, but no matter what, I can't seem to find any combination Modifiers that would allow this. I know I can just make my own but I want to explore all my options before doing that myself.

– submitted by – /u/xXH3wmanPigXx
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 How would removing the point cost for gaining allies or losing enemies alter the balance of the game?
Posted: 2025-12-19T14:11:20+00:00
Author: /u/danielethepiratehttps://www.reddit.com/user/danielethepirate

As the title suggests, I've been pondering the concept of ignoring the point cost of certain advantages/disadvantages such as allies or enemies once enough justification is provided in-game.

I can understand why it exists, because an ally is an undeniable boon to the character they're aligned with, but I find it hard to accept that such a thing is gated behind a meta resource rather than challenges / effort in actual play (them costing points to start with makes sense though).

The situations where I'd see this being relevant are times when the player characters help out NPCs to such a degree that they'd be willing to join the party only for none of the player characters to possess the requisite points to buy them as an advantage, this would lead to a rather clunky situation where a character goes, "Thank you so much heroes! You really changed my life for the better and I'd be willing to do whatever it takes to make sure your adventure goes smoothly! Join you? Why of course - another day perhaps though, as I still have things to attend to - Oh you've bought the advantage? Very well let us be off!"

This just feels oddly gamey for the system unless I'm grossly misunderstanding it.

It's the same with the Enemy disadvantage, them being unable to die unless bought off just feels artificial in a way that registers as ill-fitting compared to the surrounding systems.

I'm a relatively new GM still learning the system, so please forgive me if the doubts I present are born of inexperience, I just prioritise organic outcomes born from in-game actions over most things and find the seemingly arbitrary point costs conflicting with that. So I would very much love a way to reconcile the two in a way that doesn't skew the balance too heavily.

– submitted by – /u/danielethepirate
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 I have an eBay problem…
Posted: 2025-12-18T22:56:39+00:00
Author: /u/plazman30https://www.reddit.com/user/plazman30
I have an eBay problem… – submitted by – /u/plazman30
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 Question about Dungeon Fantasy Companion (Powered by GURPS)
Posted: 2025-12-19T02:38:17+00:00
Author: /u/plazman30https://www.reddit.com/user/plazman30

The description for the book on Amazon says:

The Dungeon Fantasy Companion comprises all three stretch-goal supplements from the Dungeon Fantasy Roleplaying Game Kickstarter campaign:

  • Traps. Ready-made traps for home-made adventures: nasty gadgets, complicated architecture, hidden poison, malicious magic, and devious tricks.
  • Magic Items. This emporium of enchantment contains wondrous weapons, armor, wands, jewelry, potions, and more, allowing GMs and looters alike to grab and go.
  • Against the Rat-Men. This ready-to-play sequel to I Smell a Rat offers heroes new dangers – and new rewards.

Dungeon Fantasy Companion is intended for the Dungeon Fantasy Roleplaying Game but would work with GURPS, especially GURPS Dungeon Fantasy.

I pulled down the sample PDF and it's in Black and White. I assume the book is also in Black and White. Were these 3 books included in the Kickstarter also in Black and White?

– submitted by – /u/plazman30
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 Older gamer looking for an online game
Posted: 2025-12-18T23:13:00+00:00
Author: /u/Constant-Excuse-9360https://www.reddit.com/user/Constant-Excuse-9360

Hey folks -

If this is not allowed on this sub, please accept my apologies in advance. I did not see a rule against it in the right hand list.

I am looking for a GURPS group that would like a new player. Online preferred but I am local to the Las Vegas US area if that's a thing around here.

What I'm looking for.

  1. Type of game using GURPS does not matter. I'm genre-agnostic.
  2. Must have some degree of rules before story in place. I have failed in rule of cool groups when it's taken too far. I like groups with some degree of rules mastery.
  3. Reliable to a schedule. I don't care if we cancel a session or a series of them; but we have to have a predictable schedule otherwise.

What you get.
1. Reliable player. Likes being creative within the GURPS framework
2. Chill vibes but particular about using the rules and having consistent rulings.

Just want to see what's out there and meet some new people.

– submitted by – /u/Constant-Excuse-9360
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 Newbie GM here; Any tips?
Posted: 2025-12-18T23:33:35+00:00
Author: /u/Responsible-Lie-1903https://www.reddit.com/user/Responsible-Lie-1903

Hi! I learned about GURPS because of Malazan and I want to try and make a campaign in my own fantasy setting, but I'm a bit lost at where to start. I already read the Lite book and started skimming through some others to familiarize myself with basic rules (and for future reference). My only GM experience so far was in DnD 5e running Curse of Strahd (it fell through but we restarted recently) and one-shot in my custom world (I was not satisfied) and I'd been a player at a few tables with different systems (custom setting at Sawage Words which I'm also considering using, VTM, VTR, DnD 5e amd Fiasko).

To all more experienced GURPS GMs, any tips you could give me? What worked for you, what didn't? I know that campaigns rulebook should have charters on campaign prep, but I'm very interested in real life experience as opposed to books. There is always something missing.

– submitted by – /u/Responsible-Lie-1903
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