Roll 3d6 - Roleplaying Resources

Reddit GURPS

Generic Universal RolePlaying System

Tabletop and LARP Dungeons & Dragons GURPS Pathfinder

 /r/GURPS Monthly Campaign Update
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.

– submitted by – /u/AutoModerator
[link][comments]
 /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]
 Creating Cursed Items
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.

– submitted by – /u/Key-Pickle-3687
[link][comments]
 Newbie GM
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!

– submitted by – /u/AdEnvironmental9698
[link][comments]
 Maze Runner-esque game; how many points?
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.

– submitted by – /u/Kiroana
[link][comments]
 Looking for a group
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.

– submitted by – /u/Radicalkillgrav
[link][comments]
 Possibly Moving from 3e to 4e what are the biggest difference in your opinions?
Posted: 2026-08-19T00:38:16+00:00
Author: /u/FaralWindstornhttps://www.reddit.com/user/FaralWindstorn
– submitted by – /u/FaralWindstorn
[link][comments]
 Greetings! What are the best scenarios and the ideal duration for using *4e LITE* exclusively? Is it really feasible to use *LITE* alone?
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*?

---

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.

– submitted by – /u/Alarmed_Attention895
[link][comments]
 Zaphrond94's Assassin
Posted: 2026-08-18T23:44:41+00:00
Author: /u/Zaphrond94https://www.reddit.com/user/Zaphrond94
Zaphrond94's Assassin

So, this is for my Assassin.

– submitted by – /u/Zaphrond94
[link][comments]

 Requested Character Build Examples
Posted: 2026-08-18T14:07:42+00:00
Author: /u/Glen_Garrett_Gayharthttps://www.reddit.com/user/Glen_Garrett_Gayhart
Requested Character Build Examples

Denise Hall, Ninja Assassin [186]

Description: Dark taupe hair, darting black eyes, pale skin, sharp features, 5'5".

Attributes: ST 9 [-10], DX 13 [60], IQ 10 [0], HT 10 [0]

Secondary Attributes: HP 9 [0], Will 11 [5], Per 12 [10], FP 12 [6]

Other Attributes: Basic Speed 7 (Chi -10%) [23], Basic Move 7 [0], Dodge 10, Parry 9, Basic Lift 16.2, SM +0

Advantages: Chi Talent 1 [10], Clinging (Accessibility: Only while moving -10%, Chi -10%) [16], Double-Jointed (Chi -10%) [14], Extra Attack 1 (Chi -10%) [23], Rank 1 (Assassin's Guild) [5], Shadow Shuriken: Cutting Attack 1d (Rapid Fire (RoF 2) +40%, Accessibility: Only while standing in shadow -30%, Chi -10%, Special Effect: Use Thrown Weapon (Shuriken) skill instead of Innate Attack skill +0%) [7], Silence 2 (Accessibility: Only while unobserved -10%, Chi -10%) [8], Super Jump 1 (Chi -10%) [9], Super Climbing 1 (Chi -10%) [3], Wealth (Comfortable, x2) [10]

Disadvantages: Callous [-5], Code of Honor (Professional) [-5], Debt 1 (Assassin Guild Dues) [-1], Duty (Assassin, 9 or less, Extremely Hazardous) [-10], Likes Killing [-1], Secret Identity (Assassin, Possible Death) [-30], Vow (Devote 1d-3 (min 1) hours of each day to martial arts training or meditation) [-10]

Skills: Climbing DX/A [1]-12, Current Affairs (High Culture) IQ/E [1]-10, Forensics IQ/H [1]-8, Hobby Skill (Origami) IQ/E [1]-10, Holdout IQ/A [4]-11, Judo DX/H [4]-13, Jumping DX/E [2]-14, Knife DX/E [4]-15, Lockpicking IQ/A [2]-10, Makeup IQ/E [1]-10, Meditation Will/H [2]-10, Stealth DX/A [8]-15, Thrown Weapon (Shuriken) DX/E [8]-16

Leonard "Leo" Day, Mercenary Bodyguard [177]

Description: Bald, brown eyes, tanned skin, dopey face, facial scar, 6'6".

Attributes: ST 13 (Size -10%) [27], DX 10 [0], IQ 11 [20], HT 12 [20]

Secondary Attributes: HP 15 [4], Will 10 [-5], Per 11 [0], FP 12 [0]

Other Attributes: Basic Speed 5.5 [0], Basic Move 5 [0], Dodge 9, Parry 11, Basic Lift 34, SM +1

Advantages: Absolute Direction (Accessibility: Only in cities -20%) [4], Claim to Hospitality (Ladyfriend's House) [1], Combat Reflexes [15], DR 1 (Tough Skin -40%) [3], Enhanced Defenses 1 (Enhanced Parry, Sword) [5], Fit [5], Hard to Kill 3 [6], Hard to Subdue 3 [6], High Pain Threshold [10], Independent Income 5 (Gambling, Unreliable 8 -40%) [3], Pitiable [5], Rapid Healing [5], Unfazeable [15]

Disadvantages: Debt 1 (Carousing) [-1], Dependents (Ladyfriend) [-1], Distinguishing Features (Facial Scar, Tall) [-2], Duty (Bodyguard, 12 or less) [-10], Likes Carousing [-1], Secret (Bastard) [-5], Wealth (Struggling, x1/2) [-10]

Skills: Body Language Per/A [4]-12, Brawling DX/E [8]-13, Broadsword DX/A [16]-14, Carousing HT/E [4]-14, Crossbow DX/E [2]-11, Current Affairs (Criminal) IQ/E [1]-11, Detect Lies Per/H [4]-11, Gambling IQ/A [2]-11, Games (Card Games) IQ/E [1]-11, Intimidation Will/A [8]-12, Shield (Buckler) DX/E [4]-12, Soldier IQ/A [4]-12

– submitted by – /u/Glen_Garrett_Gayhart
[link][comments]

 Fourth Edition Revised Shipping When?
Posted: 2026-08-17T14:41:42+00:00
Author: /u/averagesmellhttps://www.reddit.com/user/averagesmell

Anyone know when they are actually shipping? The webpage has a vague date that has already passed. I am moving in a month and hoping to not have to change my ship address.

– submitted by – /u/averagesmell
[link][comments]
 Who wants to collab on gurps world creation?
Posted: 2026-08-17T13:29:42+00:00
Author: /u/Junji50https://www.reddit.com/user/Junji50

I’m looking for 1–2 long-term co-GMs/worldbuilders to help build a shared GURPS 4e universe.

The idea is one connected setting where different solar systems can support completely different genres and tech levels—dark sci-fi, survival horror, fantasy, supernatural mysteries, low-tech worlds, and advanced civilizations. Magic or other strange phenomena might only exist in certain regions, or could be technology that the inhabitants do not understand.

I don’t want to map an entire galaxy before we can actually play. We would start with one small, playable sector and create its systems, factions, history, threats, rules of reality, and campaign hooks. Then we expand whenever the games take us somewhere new.

The important part is persistence. Campaigns run in this universe become canon. Player choices, discoveries, destroyed factions, disasters, and new technology can permanently affect future campaigns.

I especially enjoy darker sci-fi and horror, alien creatures and ecosystems, survival, mysteries, and real consequences, but other genres are welcome.

If you’re interested, reply or message me with whether you GM, what genres you enjoy, and one idea you would want to add.

– submitted by – /u/Junji50
[link][comments]