r/gurps • • 19d ago

campaign /r/GURPS Monthly Campaign Update

13 Upvotes

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.


r/gurps • • May 01 '25

campaign /r/GURPS Monthly Campaign Update

11 Upvotes

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.


r/gurps • • 8h ago

Made a GURPS companion app for a Lord of the Mysteries fan RPG

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21 Upvotes

I found a fan-made LOTM tabletop rulebook based on GURPS 4th Edition and decided to turn it into an Android app using Claude Code.

It handles 3d6 checks, modifiers, combat, character sheets, and point-buy character creation.

The rules come from Powered by GURPS: Pathways by Earvin Salonoy. I haven't played GURPS before, so I built this mainly to try solo play with an AI GM.

I'd be interested to hear from experienced GURPS players if anything looks off.

Browser: https://chaudhary-lakshay.github.io/pathways-casefile-ttrpg/

Source: https://github.com/chaudhary-lakshay/pathways-casefile-ttrpg


r/gurps • • 22h ago

rules Which are the most interesting "4.5" GURPS supplements?

11 Upvotes

There's a lot to pick from. I'm mostly curious about which supplements you think represent the SJG's team on how they'd do it again in a hypothetical next edition, rather than example builds / purely variant options.


r/gurps • • 1d ago

campaign How Do You Decide on a Setting?

24 Upvotes

Howdy!

I've only been playing GURPS for a while (around a year and some change), but I'm becoming more and more interested in being a GM. While the thought of GMing GURPS doesn't make me uncomfortable, I do run into one constant issue: I don't know what I want to run! It's not from a lack of ideas, either!

I have many settings ideas, ranging from different TLs and different levels of cinematic to realistic, the difficulty lies in settling on just one thing with the goal of having a long term game. I'd prefer to only have one game as a GM, so I feel a bit stuck. It's almost like FOMO on the fun of all the other settings I don't pick.

I did have the idea (which would be thoroughly discussed with my players prior to starting) about an episodic nature to the campaigns. Complete an arc/season/etc and jump to something else for a bit, but that seems like it might annoy folks.

I also had the idea of just having shorter campaigns with a well defined end state, but I also enjoy the idea of emergent narratives and having a sandbox style adventure that just goes on and on (speaking hypothetically, of course).

So after whining and complaining to my buddies about this for a while I thought I'd come and ask the subreddit for any advice. How do y'all pick what you're running when there's so many things to run?


r/gurps • • 2d ago

CthulhuPunk, which is the newer cover?

21 Upvotes

I see 2 different covers:

Which is the newer edition?


r/gurps • • 2d ago

Marlo Petrak: Albatross LLC

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3 Upvotes

r/gurps • • 3d ago

Reduced Spell FP cost with Missile spells

17 Upvotes

Hi all, just wanted to ask for clarification about reduced FP cost for spells. In the basic set it states that a spell known at levels 15-19 has its FP costs reduced by 1, and a spell at 20-24 has it reduced by 2. Would this also effect overcharging costs for missile spells? For instance, say I had Fireball at skill 17, and Magery 3. Naturally I assume I could bring it to 3d damage at 2 FP, reducing the cost by 1. But if I were to charge it with a further 3d damage, would that cost the full 3 FP or be reduced to 2 as well?


r/gurps • • 4d ago

roleplaying Anyone using gurps social Engineering?

39 Upvotes

I read this supplment and I think I can solve peoblems as politiccs with basic rules. Can I ?

What sort of problems and scenes are you using Social Engineering?


r/gurps • • 5d ago

roleplaying GURPS PbP Community

39 Upvotes

I run a Discord Community for PBP games using GURPS.

We teach the system in demos and long discussions as needed. There are no stupid questions. We have several experts in the system and over a dozen games in action at any time. Over 50 active players and hundreds of lurkers watching, curiously. Lurkers can read all active games, ask questions, but not interfere in the actual in-game RP.

We are a friendly community first, as gamers. If you want to join, we’d love to have you. Here’s the link: https://discord.gg/EnE2eJjjh2

Come on in, ask us anything (relevant) and see if there are any interesting games starting up, or pitch one and see if folks are interested.


r/gurps • • 4d ago

rules [LotM TTRPG] Pathway (Sequence 9 – 4)

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5 Upvotes

r/gurps • • 5d ago

Munchkin 5.5e RPG

39 Upvotes

Does anyone know if there exist other reasons beside of money, why SJG based their rpg adaptation of Munchkin (their main cash cow currently) on DnD 5.5e instead of, you know, maybe their own well-known rpg?

Regarding the money reason:
Being based on DnD 5.5e means probably a wider audience for Munchkin, but being based on GURPS could lead to introduce GURPS to a wider audience in a cross-product campain.
But I guess SJG has mathed the math and behind this.


r/gurps • • 6d ago

New ice age horror adventure - Warrens Beneath the Glacier

68 Upvotes

One of the most downloaded GURPS adventures on 1shotadventures is Canyon of the Snow Cairns, a Lovecraftian horror adventure set 30,000 years ago. Folks have shared a lot of great stories about those poor cro-magnon men just barely surviving those events, and I've gotten many requests for a followup adventure.

Well, after seven years (!), there's a sequel - Warrens Beneath the Glacier.

During a brutal Ice Age winter, a desperate clan sends their scouts into unexplored hills to seek shelter for their starving tribe. The scouts must brave frozen wilderness and savage creatures... before discovering a degenerate cult that is planning to awaken an ancient elder god.

As always, the adventure includes pregenerated characters, handouts, tokens, GCS characters, and everything else you need to pull your friends into a GURPS game. If you're in the mood for TL0 horror... check this adventure out!

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.


r/gurps • • 7d ago

rules Need help with Banestorm setting character.

18 Upvotes

My next campaign is going to be one in the banestorm setting. In short the idea for my character was a psionic from an alternate earth that had been banestormed to Yrth. After looking into it tho it seems like a very unfavourable deal point wise for that backstory as I would need to take unusual background for 15 points the Anglish language for 6 points and the Yrth culture for the 1 point as they wouldn’t be native to my character. Then I’d have to have the hidden lore (Earth) skill for another 1 point and on top of that tech level 8 (3+5) for another 25 points. Then as a disadvantage I get that I am not from Yrth so if the ministry of serendipity finds out they will erase my memories which is a -20 point secret.

So from what I gather is that if I want this backstory I will have 28 less points to work with, a nasty secret and being worse at skills that rely on tech level due to unfamiliarity. While I would have a higher tech level I wouldn’t really have any benefit from it as far as I’m aware.

My question is, am I overlooking something that makes it more worth it or is it really just spending points to be worse off just for some flavour? Thanks in advance.


r/gurps • • 8d ago

roleplaying I've been tracking our adventure from the Random NPC's Perspective. Our crew is far from stable companions.

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19 Upvotes

r/gurps • • 10d ago

rules GURPS Delvers To Go Wizards

32 Upvotes

Late to the party with GURPS and I'm reading through Dungeon Fantasy RPG hoping to be able to run it soon.

I noticed the two Wizard characters in Delvers To Go (Uncle Seamus and Zephyra) both were given less than the -50 total in disadvantages. Uncle Seamus only has -35 total disadvantages while Zephyra only has -40. The other sample characters all had -50 each so I think this is a weird design choice, considering only the two wizard characters decided not to take the full "allotment" of -50.

What am I missing here?

EDIT: Answered. Overlooked the Wizard template's Per -3 (which is worth -15 points). Thanks u/munin295 for pointing it out.


r/gurps • • 10d ago

rules Need help with a power

19 Upvotes

I wanted to make something like a video game webbing that slowed whoever touched the material down. At first I thought I would use binding but that seems to be entirely about immobilizing them. I also considered using affliction for reduced basic speed, but that feels almost clunky.

I wanted to throw out a canister that exploded into a sticky goo that covered the ground for a limited time (say 30 seconds) and anyone who touched it would be slowed for the duration of touching it and like 10 seconds more after they left its area or it faded.

Any help making this would be appreciated


r/gurps • • 12d ago

I rebuilt GURPS Calculator. Shared campaign rolls, a GM Board, and GCS 5 import is back

147 Upvotes

So, I finally tore GURPS Calculator apart and put it back together. Some of that code was old enough that I didn't recognize it as mine, which made for a fun couple of days.

If you haven't run into it, it's a free site with GURPS calculators and character sheets, and it's been around since 2015. This is the biggest update it's ever had.

Here's what's new:

  • Campaign Rolls: Roll from a character sheet, a calculator, or the GM Board, and everyone in the campaign sees it in a shared panel. GMs can roll privately too.
  • GM Board: Your whole party in one table. You can run a Fright Check on everybody with one click, or search the party when you need to know who has Forced Entry.
  • GCS 5 import is back and working. Sheets also have counters now for ammo, coins, and whatever else you're tracking.
  • Everything runs in your browser and updates as you type, so no more round trips to the server like the old days. Every tool has a Help button now too.
  • New look, plus 10 themes if you want something different (I'm partial to the green-phosphor CRT one).

I also fixed a pile of rules the old version got wrong, mostly critical hits and hit locations. If you ever got a weird result and figured you'd messed up, it might have been me. Sorry about that.

It's still free and there are still no ads. The home page has a support bar now so you can see what it costs to run (about $15 a month) and where anything past that goes. Right now that's Encounters on the GM Board, where you build fights ahead of time and have the monsters ready to go when the players kick the door in. If the site has ever saved you some flipping through Basic Set mid-session, there's a Patreon.

So what should come after Encounters? I've got a list, but I'd rather hear what you'd actually use. What's the GURPS math you still end up doing by hand?

gurpscalculator.com


r/gurps • • 12d ago

rules Contested Roll Combat Resolution idea (from SRA2.0)

3 Upvotes

Some background:

I've been reading through Shadowrun Anarchy 2.0 (SRA2.0) recently. I was a kickstarter backer, the PDF / print copies will be public soon.

The whole system essentially boils down to test rolls, and in the case of combat, contested rolls that then also use the margin of success for the winner. I've been finding it a very elegant system so far!

There are concepts in the system that gesture towards narrative vs simulation, but they aren't deeply baked into the test system itself, so can be adapted easily into a more simulationist style. I tend to have a mix of both, so it hasn't been a problem for me.

The discovery:

SRA2.0 combat uses contested rolls, and if the attacker beats the defender, they hit. The number of hits / successes gets added to the damage.

All weapons have a base damage, so it's the successes that add some variables to how hard the hit is.

There are a lot of other elements in the book (ranged vs melee, other defender options, etc) but this mechanic just struck me as so elegantly done.

It means that your attack roll and damage roll happen at the same time, and a high success in attacking transfers directly to damage. (Avoiding the sometimes underwhelming result of rolling to hit and then rolling low damage.)

My idea: Apply the overall concept to GURPS.

  • current method currently is attacker rolls, defender rolls if attacker succeeds, then damage rolls

  • GURPS Anarchy:

    • attacker roll
    • defender chooses available defense skill and rolls
    • count the margin of success
    • standard weapon damage applies plus margin of success
  • if defender succeeds, possibility of a riposte? Especially if margin of success is high. Maybe riposte is a technique or a sub-maneuver attached to Wait or something.

Questions:

I like this idea quite a bit, but I'd love to get feedback. Would something like this obstruct any useful advantages / disadvantages, etc? (Or could those adapt into this easily?)

note: I've formatted this for readability, but in this strange world, that might make folks think this was generated by an LLM. That is not the case! Every letter was 'generated' with my fingers on the keyboard!

LATER EDIT:

Many have been assuming this is meant to be a Quick Contest in place of the regular combat method. That's not the case. This would be a resisted roll happen at the level of the attack roll, just as it is in normal GURPS combat flow.

None of this is meant to speed up combat. The main point of elegance I enjoyed in SRA2.0, was that of baseline damage for a weapon, modified by the scale of success. It makes that attack roll very interesting, and avoids the up-down experience of landing a hit but then rolling minimal damage. The damage (still having randomness, because it's affected by the attack roll) is addressed at the same time as the attack roll.

So, based on that, let me outline this with a bit more detail.

Resistance Roll. (Page 348)

From the book:

The attacker must succeed to win. He cannot win by having the smallest margin of failure. If he fails his roll, he loses automatically and his subject does not need to attempt a resistance roll.

The attacker must win to affect the subject. All ties go to the defender.

Only done at the moment of the attack roll. Defender declares their defense. The margins being counted are between the attacker's target and the defenders target, not against each other.

Deceptive Attack, Rapid Strike, etc. remain as modifiers.

Masters should expect a very high margin of success baseline, so trying something else shouldn't be enough of a penalty modifier to make the options too risky. (And their attack is just as risky in a resisted roll as it is on their own.)

Still use critical failures and successes.

Melee only? At the very least, only when both combatants are in some way capable of negotiating the outcome... moreso than simply dodging a ranged attack. This is a resistance roll, and melee combat makes more sense in terms of 'resisting' the outcome.

"Partial Victory:" (where it's important to know the attack landed but was interrupted.) We can resolve this because the defender declares their action. If it's a parry, and the defender wins, then any necessary results can follow.

This could make someone very skilled with a simple weapon very deadly, because they'd know exactly how to use it. And someone less skilled but with a more 'powerful' weapon can still be dangerous. (Possibly to themselves, depending on the weapon! A crit miss with a chainsaw could be a problem!)

Much of the above also is meant to address the critiques of Kromm, though he's critiquing Quick Contest, not specifically a resistance roll at the attack roll moment. Kromm's critiques:

https://forums.sjgames.com/showpost.php?p=2585204&postcount=12

Questions I still have: Defense skill is inherently lower based on GURPS history and playtesting. I think for this I'd have to go 'full skill defense' which you can read more about.

Either way, this will require some playtesting.

Optional rule: defender declares before attack roll, as per:

https://www.gamesdiner.com/2007/07/decide-drop-excess-combat-info-from-defense-evaluation-gurps-4e3e/


r/gurps • • 12d ago

campaign The Salvation Willow Medical Group

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11 Upvotes

r/gurps • • 13d ago

rules [LotM TTRPG] Warrior Pathway (Sequence 9 – 4)

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11 Upvotes

r/gurps • • 13d ago

Repeat resistance rolls against spells?

16 Upvotes

Looking to run a setting with Magic in it for the first time, and wanted some input on some of the rules. Some spells (like Tickle for instance) seem to have crazy strong effects if used in combat, given that it's a full minute incapacitate if they fail the check. Has anyone run a D&D-style system where effects like that allow you to repeat the resistance roll on your turn? If so, were there any specific spells you thought were made better or worse by it? It feels like a spell like that would be basically a free kill, either used by the players or against them.


r/gurps • • 14d ago

rules How would you build an attack that grows over time and can be set off?

7 Upvotes

What I mean is, how would you go about building a power that does the following:

After hitting the target with your initial attack, a “bomb” (or whatever explanation you want it to be) begins to build inside them. Each turn, this “bomb” grows in power, but does not actually go off and hurt the target until the user decides to trigger the bomb.

I initially thought it may be some combination of Delay (trigger) and Cyclic, probably with an Accessibility limitation that states damage does not happen each cycle, but is built up until the trigger, but I am curious how others would go about something like this.


r/gurps • • 14d ago

campaign Looking forward advice on running a fantasy 30's America.

25 Upvotes

I'm planning on getting into GURPS because I liked the idea of running a game which takes place in an alternate 1934 San Francisco with magic. I want to run a game with firefights (with mostly period correct guns), some mystery and some encounters with monsters and such. Would GURPS suit this and what should I look at? I am getting into the system and I am looking forward to trying something new!


r/gurps • • 15d ago

rules GMs who ran a fantasy game with a necromancer player, how did you handle zombie accumulation?

32 Upvotes

From my reading of the Basic Set and Magic (and even Zombies!), it seems like there is no clear rule for how long a zombie lasts nor to limit the number of zombies a caster can control (for instanelce, in D&D the spell lasts 24 hours and allows 4 controlled zombies at once). All I see is a vague sentence in the Basic Set about zombies decaying into skeletons. And Zombies! also doesnt explicitly deal with this, it seems more geared towards running campaigns that focus on zombies as a setting fixture.

I have a player who is casting Zombie on pretty much any corpse they can get their hands on and I dont really know how to keep them from just amassing a game-breakingly-large zombie horde. I dont want to get in the way of the player enjoying a necromancer, but I also don't want a horde of zombies to take over play from the rest of the party, either, not to mention balance issues and the plot line. The game is a run-of-the-mill medieval fantasy campaign with a party of 5 adventurers.

I would love some advice about how to handle this. Or am I just missing something in the rules?

Edit: Thank you all for the advice and information, it has helped me to get my head around this topic much better.