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 /r/GURPS Monthly Campaign Update
Posted: 2026-07-01T10:00:25+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]
 Getting Item Piles working with GURPS Game Aid: equipment tags, custom coin currency, repair macro, and a bridge module
Posted: 2026-07-12T05:22:06+00:00
Author: /u/doctorthantoshttps://www.reddit.com/user/doctorthantos

Getting Item Piles Working with GURPS Game Aid: Equipment Tags, Custom Currency, Repair Macro, and Bridge Module

I have been working on getting Item Piles to function as a usable merchant and purchasing system with GURPS Game Aid (GGA) in Foundry VTT. My current setup is Foundry v13 build 351, Item Piles 3.3.2, and GGA 0.18.20. I am not a programmer so I relied on ChatGPT to help me get it working.

The basic problem is that Item Piles and GGA do not store equipment in exactly the same way. Item Piles transfers embedded Foundry Items, while GGA normally displays equipment through its own actor equipment structure. This can result in a successful purchase that exists on the actor but does not appear correctly in the GGA Equipment section.

Configuring Equipment for GGA

The first step was configuring the Item Piles items so they contain the equipment information GGA expects. Instead of relying exclusively on equipment imported from GCA, I created and maintained merchant stock as normal Foundry Items, including the name, image, price, quantity, weight, notes, and the GGA equipment tags needed for the system to recognize them.

Directly dragging one of these Items onto a GGA actor worked correctly and made it appear in normal Equipment. That established that the Item itself was valid. The remaining problem was that an Item Piles purchase did not always trigger the same GGA processing as a direct drop onto the character sheet.

To make Item Piles read GGA equipment correctly, we changed the system integration settings so Item Piles uses GGA’s actual equipment type and data paths. Without these values, Item Piles may transfer an item but read the wrong quantity or price.

  • Item Equipment Class Type: equipment
  • Item Quantity Attribute: system.eqt.count
  • Item Price Attribute: system.eqt.cost

Custom Currency

I also created a custom physical currency system using separate Foundry Items such as Bronze Coin, Silver Coin, and Gold Coin. Item Piles treats those coin Items as the character’s actual wallet.

Item Piles counts the coins when determining whether the character can afford a purchase, deducts the correct amount during the transaction, and refuses the purchase when the character has insufficient funds. Because the coins are Items, they can also be transferred, placed in loot piles, stored in containers, or handed between characters.

The important rule is that the embedded Foundry coin Item remains the authoritative balance. A separate GGA Equipment entry must not become another spendable copy of the same money. Item Piles controls the actual coin quantity, while GGA only displays it.

Repair Macro

Before automating the process, we created a repair macro. The macro examines the embedded Foundry Items on the selected actor and compares them with the entries shown in GGA Equipment.

It identifies Items that exist on the actor but are hidden from the GGA character sheet, then passes those specific Items through GGA’s normal item-drop handler. This makes the purchased equipment visible without rebuilding it manually.

The macro was also useful for identifying duplicate, stale, or unrecognized entries and for distinguishing ordinary equipment from currency. It proved that replaying GGA’s own drop process could repair a hidden Item Piles purchase.

GGA Item Piles Bridge

After that, we created a small custom module called the GGA Item Piles Bridge. The first version was too broad and mistakenly processed the merchant actor, which duplicated the bartender’s entire inventory. That version was discarded.

The corrected bridge runs through the GM client, ignores Item Piles merchants, vaults, and piles, and checks ordinary character actors after an Item is created or updated.

When it finds a non-currency Foundry Item that is not visible in GGA Equipment, it passes that Item through GGA’s sheet-drop process automatically. It retains the original Foundry Item so the image, Item Piles price information, and other flags are not lost.

The bridge treats currency differently from ordinary equipment. It does not convert the coin into a second independent Item. Item Piles continues to spend the embedded Bronze, Silver, or Gold Coin Item, while the bridge synchronizes any existing GGA coin display with the actual quantity.

This prevents a situation where Item Piles correctly reports that the character spent the last coin while the GGA sheet still appears to show one coin.

Current Results

The current result is that a player can open an Item Piles merchant, purchase an Item, have the correct coins deducted, and see the purchased Item appear in the normal GGA Equipment section. The original Foundry Item retains its artwork and Item Piles configuration.

This has allowed me to move away from relying entirely on GCA-imported equipment and instead use a reusable Foundry Item library for merchants, purchases, loot, and character inventory.

Current Limitations

There are still limitations. Deleting a bridged Item can be problematic because the visible GGA equipment entry and the embedded Foundry Item are related but are not truly one document. The GM client has also occasionally entered a stuck token-drag state after sheet processing, although pressing Ctrl+F5 clears it.

For now, purchases and custom currency work well enough for play, while deleting or selling bridged Items still needs more careful handling. The long-term ideal would be native cooperation between Item Piles and GGA so Item Piles could call an official GGA equipment-import and equipment-delete API instead of simulating a sheet drop.

Working Model

Foundry Items hold the Item Piles data.

Item Piles controls the transaction and currency.

GGA displays the equipment.

The repair macro fixes older hidden purchases. Link to Macro Make a new macro and cut and paste from the text file. It should be a script and not a chat.

The bridge automatically processes new purchases. Link to Module The Bridge module can be copied to your data\modules directory by opening the zipfile and copying the directory. Then enable the module in Foundry manage modules.

– submitted by – /u/doctorthantos
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 Edition difference 3-4
Posted: 2026-07-12T04:01:08+00:00
Author: /u/Astronomer-Broadhttps://www.reddit.com/user/Astronomer-Broad

So what is the big difference in 3-4 edition?

– submitted by – /u/Astronomer-Broad
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 Vengeance in Purgatory, Part 15
Posted: 2026-07-09T06:55:07+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
 [LotM TTRPG] #9 Marauder Pathway (Sequence 9 – 4)
Posted: 2026-07-08T20:55:15+00:00
Author: /u/pirinel_0-0https://www.reddit.com/user/pirinel_0-0
– submitted by – /u/pirinel_0-0
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 GURPS shock rule
Posted: 2026-07-08T11:48:17+00:00
Author: /u/Macoy_AbZhttps://www.reddit.com/user/Macoy_AbZ

I've always played the shock rule like this:

Suppose Player A acts first (by dice roll or speed)

Player A (turn 1): attacks B - Player B (turn 1) - fails to defend and gets hit

Player B (still turn 1): attacks A (without shock penalty) - player A (turn 1): fails to defend and gets hit.

Next turn (2) both players will have to apply shock penalty to dx because both were hit.

But now re-reading the Basic Set Book I found that maybe I was wrong. Maybe player B should get the penalty in turn 1 when attacking player A. But in my opinion doing that would mean that player A have a HUGE advantage if he could keep hitting because he always act first and player B would never have the chance to act without penalties if he keeps getting hit.

Using this rule would mean that acting first is mandatory if you want to attack without penalties. I always thought that the shock rule applied only on the next turn (not the current one).

Thanks and sorry about my English.

– submitted by – /u/Macoy_AbZ
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 GURPS 3E-TRANSFORNERS
Posted: 2026-07-07T19:54:22+00:00
Author: /u/Major-Supermarket917https://www.reddit.com/user/Major-Supermarket917

Just out of curiosity, i'd like to know how would people in here both create cybertronian characters and also what kind of stories and hooks you'd create, because the universe as a whole is pretty big and full of fun things to explore and experiment with

– submitted by – /u/Major-Supermarket917
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 Came across a trait in a story I'm reading; curious how you'd make it in GURPS.
Posted: 2026-07-07T07:25:21+00:00
Author: /u/Kiroanahttps://www.reddit.com/user/Kiroana

Okay, so basically;

It's a species of humanoids with two horns. Those horns aren't just horns though - they're kinda the center of emotion for that species.

Removing one of those horns has two effects;

  1. It gives some degree of control to the person who removed it. How much hasn't been shown, but for the sake of the question, let's assume total control.
  2. It makes the owner much more... Emotional than is natural for the species. More human, really - since they're quite numb emotionally naturally.

The first effect can be nullified by destroying the horn. The second is permanent though.

How would you make this in GURPS though?

– submitted by – /u/Kiroana
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 GURPS vs. HERO System
Posted: 2026-07-06T13:36:09+00:00
Author: /u/PMurmomsmaidennamehttps://www.reddit.com/user/PMurmomsmaidenname
 Does anyone know how the Worldbook Index is put together?
Posted: 2026-07-06T15:16:53+00:00
Author: /u/Varaldarhttps://www.reddit.com/user/Varaldar

im looking through the worldbook and putting together a document of everything i have and dont have and i noticed some books are missing. these are just some ones that i saw:

Fantasy Folk: Goblins and Hobgoblin

Fantasy Folks: Kobolds

Fantasy Folk: The Reptilian Races

Fantasy Folk: Winged Folk

Mars Attacks

Space Second edition (but they have 1st, 3rd, and 4th listed)

What criteria go into deciding if something is included or not? is there a more complete list of official materials somewhere?

– submitted by – /u/Varaldar
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 New free GURPS fantasy adventure - Bitter Song of the Black Mangroves
Posted: 2026-07-05T17:35:42+00:00
Author: /u/thalcoshttps://www.reddit.com/user/thalcos
New free GURPS fantasy adventure - Bitter Song of the Black Mangroves

There's a new, free and unofficial 1shotadventure available today - Bitter Song of the Black Mangroves. And this one is a little different... it's designed by guest author (and GURPS fan) Jason Woollard, but edited and developed so it fits perfectly into the other 1shotadventures GURPS collection.

In Bitter Song of the Black Mangroves, travelers find themselves stranded in a remote village haunted by a mournful melody. This eerie "Bitter Song" drifts from the mangroves at night, luring innocent villagers into the swamp from which none have ever returned. To save the village, PCs must venture deep into the mist-shrouded forest, brave treacherous tides, and uncover the source of the curse before its sorrow spreads...

Inspired by Munkao's Southeast Asian fantasy setting Kala Mandala, this adventure features a mythic, dreamy quality that I think makes it unique and sets it apart from my own adventures. If you're not familiar with Kala Mandala, or it's predecessor Reach of the Roach God, check out Centaur Games' website -- it's full of fantastic stuff, and Munkao's material just got nominated for an Ennie.

As always, the adventure includes pregenerated characters - ranging from outcast fishers to monkey-man smugglers - handouts, tokens, GCS characters, and everything else you need to pull your friends into a GURPS game. Enjoy!

https://preview.redd.it/dlycqxoj5gbh1.png?width=1200&format=png&auto=webp&s=87ad1d6c615fddf6dd94ebb66a5676c96fe3c5c1

There are now over 40 (!) free GURPS adventures on 1shotadventures, many of which cover some of GURPS' more unusual genres that might make for fun one-shots, like pulp, action, spies, historical horror, and more. There's even some solo adventures! Since there are too many adventures to list, check out the complete list of adventures.

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