Tabletop RPG · since 1986 · #4 most discussed

GURPS

A point-buy toolkit for building characters and rules in any genre, using 3d6 roll-under checks and detailed, realistic combat.

GURPSGenericroll underpoint buyclasslesstactical gridhigh lethalityCampaignsNeeds a GM
6.4
Geek rating

From 39 firsthand play reports in 6 r/rpg threads. The threads alone average 6.7.

Player rating— / 10

No visitor ratings yet.

Discussion8.4 / 10

921 r/rpg posts named it, October 2023 to October 2026.

Rules weight

Very heavy. Hype 4.7 for its age.

Have you played it?

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Didn't work for usOne of our best

What players say

At the table

Players describe GURPS as slow to set up and smooth once play starts. Tables ran long campaigns in supers, sci-fi, fantasy and modern settings. Opinion splits on the rules: some groups love the character building and tactical combat, while others trimmed the rules down or moved to lighter games.

What works

What tables struggle with

Who it suits

In players' words

The threads behind it

Each thread is rated for the play it describes, from the firsthand reports in it. Load one here or read it on Reddit.

7.3

Why not GURPS?

Long-term GURPS players mostly report good, durable campaigns, including supers, modern-day and sci-fi games, and say it runs smoothly once the GM trims it down. The recurring problems are slow character creation, a bland out-of-the-box feel, heavy GM work, and poor fit for high-power or narrative play. 10 firsthand · 485 comments

Open on Reddit
6.0

I'm begging you to try GURPS

The thread is about GURPS, and the firsthand reports are split. Some GMs ran flexible long campaigns (an 8-month mech game, then high fantasy) and had players building characters in minutes. Others found the simulationist crunch slowed play and eventually moved to lighter systems. 8 firsthand · 574 comments

Open on Reddit
6.8

GURPS is not as dated as people remember

The few people who describe actually playing GURPS say it runs smoothly once character creation is done and can model almost any concept, with memorable high-power games. The costs they name are slow combat, a heavy character-building workload for the GM, and rules subsystems that combine badly. Most of the thread is design debate and not table reports. 6 firsthand · 133 comments

Open on Reddit
6.0

System Recommendation - Something between Fate and GURPS

The thread is mostly about recommending alternatives (Savage Worlds, Fate, Cortex Prime, Cypher), so firsthand GURPS reports are few and mostly come from the OP and passing remarks. Those players value GURPS advantages/disadvantages for producing memorable characters, but they report combat with defense rolls and rules lookups that can run six hours and put off casual players. 5 firsthand · 46 comments

Open on Reddit
4.5

Is it a bad idea to run Superheroes in GURPS? I'm looking for a system that allows more power-based, ability-focused mechanics but is suited for a Teen Titans style campaign. (Which RPG would be best suited for this campaign)

The thread is mostly about which supers system to pick over GURPS, and the few people with real GURPS supers experience say it works but is a lot of work and too lethal for four-color comics. Several still like the system itself and say workarounds like ablative DR and half-damage/double-knockback help. 5 firsthand · 62 comments

Open on Reddit
8.0

Playing GURPs made me love RPGs again

The people who actually ran or played GURPS mostly report a great time. The OP says it brought back their love of RPGs, players enjoy tactical combat, and realism-based adjudication gives players room to be creative. The one clearly negative firsthand report is about hard-to-read rules presentation and being told to buy more supplements; the rest of the thread is mostly about SJG's licensing, its website and book design, and so is ignored. 5 firsthand · 107 comments

Open on Reddit