Welcome to the Generic Universal RolePlaying System!
With GURPS, you can be anyone you want – an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! Thanks to its flexibility, quality writing, and ease of use, GURPS has been the premiere universal roleplaying game for over three decades!
More than 1,500,000 copies are in print – not counting foreign editions. GURPS Lite, a 32-page distillation of the basic GURPS rules, is available for free download. We also have dozens of GURPS adventures and e-books available on Warehouse 23.
Whatever your favorite roleplaying genre might be, GURPS can handle it. More about GURPS . . .
Here are the last 15 GURPS supplements (including reprints and new editions) we have released, either in print or electronically. Click on a cover to go to that product's page.
November 30, 2018: 2018.915
I posted my last update on November 1 . . . and we're already at November 30, in the hectic stretch to the end of the year and associated holidays. Wow, time flies when you're busy! I'll try to squeeze in another mise à jour before year's end, but if I miss it (the flipside of being busy is taking much-needed time off), you'll hear from me at the start of 2019.
Since I snuck GURPS Steampunk 2: Steam and Shellfire into my October roundup, I have only one GURPS-related publication to report on:
Pyramid #3/121: Travels and Tribulations (November 21, 2018; PDF)
Most roleplaying adventures involve the heroes going somewhere interesting (in one or more senses of the word . . .) to do things they can't or shouldn't do at home. Of course, the GM has to dream up all those locations and scenarios. Then there's the travel, which all too often ends up swept under the carpet ("A month passes aboard ship. Nothing happens."). This issue offers a variety of content that should reduce the workload of campaigns where adventurers travel to exotic distant lands, meet exciting people, and kill them.
[For those who missed my notes on GURPS Steampunk 2: Steam and Shellfire, I'll simply quote:
"This is the newest installment of our revision of GURPS Steampunk to GURPS Fourth Edition (previous works in that effort are GURPS Steampunk 1: Settings and Style and GURPS Vehicles: Steampunk Conveyances). It covers historical gear, speculative tech, and outright mad science for Steam Age heroes and villains to use and invent."]
Oh, so now you want to know why I've been busy, and with what? I suppose I can offer some educated guesses. Just bear in mind that we're entering the season of holidays, sniffles, and (for those of us who live sufficiently far north) stuff getting stuck in snow and ice. Everything here is tentative in the extreme!
And there's more. Seven projects I'm not going to name just yet are contracted and being written, and a couple of others are dealing with hurdles that push them sufficiently far out that I'd rather not raise false hopes. Still, I may leave clues in the Friday posts to the GURPS thread in my blog.
Join Us! Join Us!
Our editorial staff have a lot to chew on right now, which means that if you're thinking about writing for us, you may want to take the time to peruse the Submission Guidelines, GURPS formatting guide, and GURPS WYSIWYG template. Then visit the Warehouse 23 Digital Wish List (updated November 30, 2018) and Warehouse 23 Wish List for GURPS (updated November 30, 2018) to get an idea of what we're looking for.Share This Post!