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GURPStalk
Che Webster & Patrick Mullen
14 episodes
12 hours ago

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) talk about GURPS - the Generic Universal Role-Playing System published by Steve Jackson Games - and using it to run long-form roleplaying campaigns. We discuss topics arising from using the game system aimed at intermediate users of the rules who wish to progress towards deeper and more immersive role-play in whatever fictional worlds they imagine.

The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


GURPStalk logo by MJ Hiblen.


Hosted on Acast. See acast.com/privacy for more information.

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Games
Education,
Self-Improvement,
Leisure,
Hobbies
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All content for GURPStalk is the property of Che Webster & Patrick Mullen and is served directly from their servers with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) talk about GURPS - the Generic Universal Role-Playing System published by Steve Jackson Games - and using it to run long-form roleplaying campaigns. We discuss topics arising from using the game system aimed at intermediate users of the rules who wish to progress towards deeper and more immersive role-play in whatever fictional worlds they imagine.

The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


GURPStalk logo by MJ Hiblen.


Hosted on Acast. See acast.com/privacy for more information.

Show more...
Games
Education,
Self-Improvement,
Leisure,
Hobbies
Episodes (14/14)
GURPStalk
Campaign Update I

What's happening in the host's campaigns?


Che and Pat discuss their recent GURPS gaming experiences, with Che sharing his excitement about running a GURPS-powered game set in the world of Karameikos, which had its first successful session. 


They note that the system encourages detailed world-building through character bios and mechanical choices, leading to the creation of new organizations, patrons, and story elements.


Che emphasizes the beauty of having multiple narrative threads and the flexibility to adapt the setting based on player input. They also touch on the complexity of managing character motivations and the initial setup of the campaign, which involved a mystery investigation.


Pat shares his own experience of improvising a complex random encounter involving Roman magic users in his Memento Mori campaign, emphasizing the value of spontaneous world-building in gaming. They discuss their approach to game mastering, focusing on how to handle player characters exploring a world with random encounters and organic story development.


Big thanks to UberGrog for the kind call-in!



GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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12 hours ago
47 minutes 8 seconds

GURPStalk
Big Bag 'o' Points

How does a new GM overcome points paralysis?


Pat and Che discussed strategies for managing point allocation in GURPS, emphasizing the importance of hands-on experience and starting with smaller, simpler campaigns. They advised new GMs to experiment with character creation, focusing on attributes and skills before moving to disadvantages and advantages. For superhero campaigns, they recommended starting with street-level scenarios and gradually increasing complexity. Che suggested sitting down with an experienced GM to learn the process, while Pat highlighted the value of using bio sheets and organic advantages in character creation.


Big thanks to Alex for the call-in that inspired this episode!


Please be aware, we're moving to a bi-weekly release schedule after this episode.


GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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2 weeks ago
41 minutes 3 seconds

GURPStalk
Surprise!

What's the problem with surprise in GURPS?


WARNING! There's some fruity bad language in this one!


Che and Pat discussed the implementation and mechanics of surprise and initiative rules in GURPS, including how these rules interact with various character advantages and combat systems. They explored modifications to combat reflexes and coolness mechanics, with Pat proposing new approaches to address balance and realism issues in the current system. The conversation concluded with discussions about GM flexibility in implementing surprise mechanics and adapting rules to create engaging combat scenarios.


Pat's Surprise Rules: Major Renovations: Tuning Up the Rules – Cry Havoc!

OR t2kcampaigns.com/2024/05/22/major-renovations-tuning-up-the-rules/



Thanks to Matt for the question!


GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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3 weeks ago
51 minutes 36 seconds

GURPStalk
What's the Frequency?

What are Frequency Rolls and how can we use them effectively?


Che and Pat discuss the frequency of appearance mechanism in GURPS, which determines how often NPCs like allies, contacts, patrons, and dependents show up in adventures. They discuss how to apply frequency rolls for NPCs, advantages, and disadvantages in open-world GURPS campaigns without defined adventures. Pat explains that GMs need to determine when to make these rolls based on their campaign structure rather than relying on the vague concept of "per adventure". They emphasize that these mechanics create opportunities for roleplaying and complications while taking pressure off the GM to arbitrarily decide when elements like contacts, dependents, or enemies appear in the game. 



GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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4 weeks ago
27 minutes 11 seconds

GURPStalk
Enhancements and Limitations

Enhancements and Limitations? What the heck are all these modifiers about?


Pat and Che discuss GURPS Limitations and Enhancements, particularly how they can be used to create supernatural abilities and powers. Pat explains that limitations like "costs fatigue" or "unreliable" can reduce point costs and balance abilities, while enhancements like "reduced time" or "ranged" can modify abilities to work differently. They agree that while these mechanics might seem complicated to newcomers, they're valuable tools for fine-tuning characters, and recommend mastering the basic system before diving into these options.



GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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1 month ago
29 minutes 49 seconds

GURPStalk
At Disadvantage

Why are Disadvantages at the heart of roleplay?


This episode Che and Pat are discussing character creation in GURPS with a focus on disadvantages as meaningful roleplaying elements rather than just point sources. They emphasise that disadvantages should reflect character depth, create interesting dilemmas, and be limited to a reasonable number to maintain playability while adding flavour to characters. The conversation also covers adapting content from other game systems to GURPS, creating custom disadvantages, and the importance of self-control rolls in gameplay.


Big thanks to Frank T for the call-in!



GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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1 month ago
59 minutes 12 seconds

GURPStalk
Taking Advantage

What are Advantages and how on Earth do you select them for your campaign?


In this podcast episode, Pat and Che discuss the different types of Advantages in the game system, categorised as mental, physical, and social, with further classifications as mundane, exotic, or supernatural. They review specific examples including Absolute Timing, Acute Senses, Affliction, Allies, and supernatural abilities like Blessed and Psychometry, explaining how these function in gameplay and how frequency roles determine how often social advantages like allies appear in long-form campaigns.


The hosts also address listener questions about character advantages/disadvantages, recommending collaborative character creation focused on concept-appropriate traits rather than overwhelming players with all available options. Pat explains that in a mundane spy campaign like "Sandbaggers," characters should focus on social advantages and realistic human attributes rather than exotic or supernatural abilities.


Big thanks to Ty for the call-in!



GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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1 month ago
36 minutes 32 seconds

GURPStalk
Forgotten Traits

What's all this stuff about social background at the beginning of the Basic Set rulebook?


In this episode, Pat and Che discuss approaches to starting and maintaining roleplaying campaigns in GURPS, emphasizing the importance of establishing setting context, social backgrounds, and character goals before gameplay begins.


They explore how often overlooked elements like status, wealth, cultural familiarity, and language skills can enrich the gaming experience and help players create grounded characters with meaningful connections to the game world. The hosts also address listener questions about adventure preparation.


Big thanks to Andrew for the call-in!


GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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1 month ago
49 minutes 53 seconds

GURPStalk
Character Points

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


What are Character Points and what can I spend them on? What's the point of these points?


Pat and Che discuss the mechanics of character creation in GURPS, focusing on point allocation for attributes, advantages, and disadvantages. They explored different campaign settings and power levels, comparing their experiences with GURPS's character level descriptions.


We talk about the point-based character creation system in GURPS, explaining how players can allocate points to attributes like strength, dexterity, IQ, and health. They described the costs associated with increasing these attributes and the concept of secondary attributes derived from primary ones.


Pat emphasizes that GURPS assumes characters start with average (10) attributes and explained how players can spend points on advantages, disadvantages, and skills. We also touch on the importance of fatigue points and health points in the game.


Che explains his low fantasy campaign's power level of 75 points with 25 disadvantages, reasoning it was appropriate for new players and fit the campaign's setting. Pat shared his Twilight 2000 campaign's 140 base points and 35 disadvantages, emphasizing personal disadvantages and roleplay impact.


Pat and Che discuss the allocation of skill points in role-playing games, particularly focusing on how technology levels affect point distribution. They agreed that low-tech campaigns require more points for combat skills, while higher technology levels allow for more dispersed skills.



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/


DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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2 months ago
27 minutes 20 seconds

GURPStalk
Combat Orientation

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


Isn't the GURPS combat system fiddley and difficult? Isn't it really complicated to run fights?


We discuss the combat system in GURPS, emphasizing its simplicity and effectiveness. 


Pat explains the simplicity and ease of use of the GURPS combat system, highlighting its one-second round concept. He emphasized that while GURPS is often perceived as a reality simulator, it is actually a fictional system designed to simplify combat actions into basic, simple tasks. 


We highlight the system's simplicity and speed compared to other role-playing games. They emphasized that actions in combat are resolved quickly, with players declaring what they intend to do, and the GM determining the outcome.


We discuss the mechanics of damage and hit points in a role-playing game, comparing the damage resistance of different characters and scenarios. 


Pat and Che discuss the deadly nature of combat in their GURPS games, particularly focusing on the impact of modern weapons and hit locations. They agreed that the system's realism, appropriate for the TW2000 setting, adds tension and requires careful planning from players. 



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/


DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

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2 months ago
29 minutes 1 second

GURPStalk
Getting Dicey

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


What's is it with GURPS and the 3d6 roll low mechanism? Isn't that complicated and fiddley to deal with?


We discuss the mechanics and simplicity of the GURPS (Generic Universal Role-Playing System) dice rolling system, particularly the 3D6 method. We emphasize that the system's bell curve nature mirrors real-world statistics and is intuitive once understood. Che highlights that while GURPS might seem complex due to its many options, it's actually straightforward, requiring only basic math skills.


Using a practical example, Pat discusses a combat scenario in a Twilight 2000 scenario powered by GURPS, where a character with a base skill of 14 attempted to snipe an enemy on a roof. Talking through how this played out hopefully illustrates that GURPS isn't, at heart, difficult to play.



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/



DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

Show more...
2 months ago
29 minutes 14 seconds

GURPStalk
Character Starts

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


We've got our campaign idea fleshed out. How do we avoid analysis paralysis when our players sit down to make characters?


We discuss character creation in role-playing games, focusing on a structured process that involves collaboration between the Game Master and players. We explore how this process can empower players to create characters that align with their vision while also fitting within the game's setting.


We emphasize that our discussion is not meant to criticize existing approaches but to share our own experiences and recommendations. Che shares his initial mistake of leaving players to navigate GURPS character creation alone, which led to analysis paralysis.


Pat shares his specific eight-step character creation process, which includes steps like discussing concepts, filling out bio sheets, and making characters together virtually. They emphasized that this approach helps new players and experienced ones alike, and can lead to more engaged and long-term participation in the game.


Link to Pat's Process:

Making the Player Characters- “The Process” & Templates – Cry Havoc!

t2kcampaigns.com/2024/05/20/making-the-pcs-the-process-templates/



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/



DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

Show more...
2 months ago
29 minutes 27 seconds

GURPStalk
Campaign Starts

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


We're going to run our long-form game using the GURPS Fourth Edition rules. How do we get started setting up a campaign?


We discuss the challenges and joys of adapting existing game settings to GURPS for long-form play, emphasizing the importance of maintaining the system's strengths while acknowledging time and work constraints. 


We discuss setting up a long-form campaign, focusing on the basic interrogatives of "who," "what," "when," "where," and "why." We emphasize the importance of having a clear theme or "glue" that holds the game together, such as a shared goal or faction. 


Pat shares his experience of running a low-magic ancient Rome campaign, explaining how he and his players chose the setting during a session 0. Pat emphasizes the importance of giving players choices about the campaign's timing and setting to ensure long-term engagement and to reduce GM workload. 


Big thanks to Andrew for calling in!



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/



DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.



The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

Show more...
3 months ago
33 minutes 37 seconds

GURPStalk
Is it really GURPS?

We're here to talk about GURPS - the Generic Universal Role-Playing System published by Steve Jackson Games - and using it to run long-form roleplaying campaigns. Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss topics arising from using the game system. The show is aimed at intermediate users of the rules who wish to progress towards deeper and more immersive role-play in whatever fictional worlds they imagine.


This episode we deconstruct the name: GURPS. Is it really Generic and Universal? What about Role-Playing? Is is a System?


CONTACTS:


Send us a voice message:

speakpipe.com/gurpstalk


Send us an email:

gurpstalk@pm.me


THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/


DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Hosted on Acast. See acast.com/privacy for more information.

Show more...
3 months ago
36 minutes 18 seconds

GURPStalk

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) talk about GURPS - the Generic Universal Role-Playing System published by Steve Jackson Games - and using it to run long-form roleplaying campaigns. We discuss topics arising from using the game system aimed at intermediate users of the rules who wish to progress towards deeper and more immersive role-play in whatever fictional worlds they imagine.

The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


GURPStalk logo by MJ Hiblen.


Hosted on Acast. See acast.com/privacy for more information.