GURPS
Originally created by Steve Jackson
GURPS, or the Generic Universal RolePlaying System, is a classic tabletop roleplaying game first released in 1986. Now in its fourth edition, GURPS carries on the legacy of a game that can do anything. With a basic set of rules for general play, plus a host of modular additions, supplements, settings, character options, and easy-to-homebrew mechanics, GURPS is designed to play any kind of game imaginable. Any genre, any setting, any high concept is possible for the players and game master who can choose the rules that are right for them and customize their game to their exact tastes. From venerable publisher Steve Jackson Games, GURPS is legendary for the sheer volume of support from its creator; for almost any setting, element, genre, or character you can imagine, there exists a supplement for it. In addition to popular settings like Terry Pratchett's Discworld and Robert E. Howard's Conan, GURPS has supplementary books for magic, martial arts, fantasy, horror, superheroes, spaceships, dinosaurs, historical settings, high-tech, low-tech, and many, many more. GURPS doesn't use classes, instead relying on a skill-based system. Most rolls use 3d6, attempting to roll under a target number increased by stats, skills, perks and advantages purchased with allotted points at character creation and through advancement. Thanks again to the huge amount of playable material for the game, if you can imagine a character, there's a way to build them in GURPS.
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GURPS Reviews (3)
See what other Game Masters and players are saying about GURPS
The "Generic Universal Roleplaying System" is exactly what it says on the box. A chassis of skill-point based abilities that are broad enough to be reskinned or reflavored for whatever setting you long to play. Its versatility is both a strength and a weakness; nothing in the system is inherently built with the trappings of genre, and that onus falls entirely on the game master to facilitate and adapt the skeleton they're given. Great for crunchier folks looking for a starting point for a campaign they can't find quite the right system for. From there, I highly encourage you to kitbash and homebrew until you've made it your own.
If you're looking for a game system that can handle any setting, any genre, and any character concept, GURPS (Generic Universal RolePlaying System) is one of the best choices out there. Whether you want to play a gritty cyberpunk mercenary, a medieval sorcerer, a space explorer, or even a superpowered mutant, GURPS gives you the flexibility to make it happen. Pros: ✅ Modular & Customizable – Unlike class-based RPGs, GURPS gives you total freedom in character creation. You build characters using point-buy mechanics, allowing you to create exactly the hero (or antihero) you want without arbitrary restrictions. ✅ Realistic Yet Playable – GURPS is known for its realism. Combat is deadly, skills matter, and the mechanics allow for tactical depth without feeling too rigid. It can be fine-tuned to suit either a gritty survival game or a cinematic action story. ✅ Supports Any Genre – Fantasy, sci-fi, superheroes, horror, espionage—GURPS can handle everything. With dozens of sourcebooks covering nearly every conceivable setting, the system provides a deep well of resources for GMs and players alike. ✅ Scales Complexity to Your Group – You can run GURPS as a simple, narrative-driven game or dive deep into tactical combat with detailed rules for injuries, vehicles, and superpowers. The core mechanics remain the same, making it easy to adjust complexity as needed. Cons: ❌ High Learning Curve – GURPS can feel overwhelming for newcomers. The flexibility comes at a cost: there are a lot of options, and new players might struggle with character creation and the sheer number of optional rules. A good GM can ease this transition, but expect a bit of a learning curve. ❌ Crunchier Combat – While GURPS offers a tactical and rewarding combat system, it can be slower than more streamlined RPGs. Players who prefer fast, abstract combat may find it too detailed, especially when using optional rules for hit locations, fatigue, and injury. ❌ Point-Buy Can Be Slow – Character creation in GURPS is powerful but can also be time-consuming. With so many customization options, it’s easy to get bogged down in optimizing or balancing traits. Pre-generated templates can help, but players who like quick character creation might find this frustrating. Final Verdict: ⭐⭐⭐⭐☆ (4/5) GURPS is an amazing system for players who want total control over their characters and for GMs who enjoy creating custom settings. However, its complexity and detailed mechanics can be a hurdle for newcomers. If you’re willing to invest the time to learn it, GURPS offers one of the most rewarding and flexible roleplaying experiences available. 💡 Perfect for: Players who love deep character customization, tactical combat, and non-traditional settings. ⚠️ Not for: Those who prefer quick, class-based character creation or ultra-fast combat.
Let's Make a GURPS Character
A guide to creating a completely custom character in GURPS. Beginning with a character concept, Zigmenthotep proceeds to explain how to realize that concept using (mostly) the basic core GURPS rules. Starting with a modest pool of 150 points, first purchase advantages for the character, unique bonuses and powers they possess. Then set their basic attributes, Strength, Dexterity, Intelligence and Health, and derive and improve secondary characteristics, like encumbrance and speed. Next, purchase skills, areas of training and expertise the character would have, and, likely being over budget in character points by this time, pick up some disadvantages to make your way back to zero.
Finally, purchase some equipment based on the starting currency allotted in your game, and put the finishing touches on the character by recording their combat stats, origin, and backstory.
Learn to Play GURPS
Chris Normand takes you through the basics of playing GURPS, a system where you can be nearly anyone and do nearly anything!
The core mechanic is rolling 3d6 under a target number, calculated from a basic target and adding bonuses from skills, perks, and advantages. That's the constant at the heart of GURPS. The setting, supplement, and modular rules you and your table choose to play with might add extra toys, advantages, powers, items, and quirks to play with, but fundamentally the core of the game will always stay the same.