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Fourth Edition FAQ
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! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!
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.
Is It Summer Already?
How time flies, especially when you're as busy as we've been! I'm happy to say that we've kept up a steady stream of GURPS support, releasing at least one full supplement and one issue of Pyramid each month. Moreover, we managed to launch three new series since January, with plans for more. And all that despite us locking Sean "Dr. Kromm" Punch in the writers' dungeon to work on his own secret project. (Yes, we have a writers' dungeon. Doesn't everyone?)
As Kromm's duly designated henchman, let me take you on a retrospective of the year so far, starting with those three new series:
- GURPS After the End 1: Wastelanders launched the post-apocalyptic After the End series, with a mix of templates and lenses, new fatigue and radiation rules, mutations, personal gear, and vehicles.
- GURPS After the End 2: The New World soon followed, with everything needed to create a post-apoc world, populate it with hazards and challenges, and run a fun campaign.
- GURPS Disasters: Meltdown and Fallout kicks off a series about incorporating large-scale threats into your games. It covers everything from small accidents to full meltdowns, with expanded rules for radiation, dirty bombs, and more.
- GURPS Sorcery: Protection and Warning Spells is the first supplement to convert an entire GURPS Magic college to GURPS Thaumatology: Sorcery. And even non-sorcerers will appreciate the advice for using these abilities with other powers.
If you want to know more about After the End, be sure to watch the Q&A video interview that Hunter and I did on the SJ Games YouTube channel. Or if you prefer text, you can read the full transcript.
Of course, we continued to support our existing series as well:
- GURPS Powers: The Weird explored bizarre and surreal abilities, from powers that pervert the laws of space and time to weird-science skills that grant control over evolution or thought. Come see the extremes of what GURPS can handle.
- GURPS Dungeon Fantasy 18: Power Items features expanded rules for the most important thing a magical delver can carry. Some of the variants give even brawny fighters a reason to carry one!
- GURPS Dungeon Fantasy Treasures 2: Epic Treasures is a catalog of wonders, from powerful artifacts to items of epic monetary value, like solid-gold armor. When the delvers have earned something special, you know where to look.
- GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic presents a mix of foes, some straight out of legends and mythology, others formed from twisted magic. Use the variants and prefixes to keep things fresh; if giant ants are too easy, turn them into furious myrmecoleons!
And each month saw a new issue of Pyramid, packed full of new GURPS goodness:
- Pyramid #3/87: Low-Tech III (January 2016) offered a historical look at trading, fighting, creating works of art, and navigating bureaucracies.
- Pyramid #3/88: The End is Nigh (February 2016) was both a "sneak preview" of After the End and general support for post-apoc gaming.
- Pyramid #3/89: Alternate Dungeons II (March 2016) shifted your Dungeon Fantasy setting into a new dimension, far-off land, or above the clouds.
- Pyramid #3/90: After the End (April 2016) was the closing bookend to its February counterpart, with plenty of mutants, robots, and survival tips.
- Pyramid #3/91: Thaumatology IV (May 2016) dove into dark rituals, new magic, and a shamanic variant of the Monster Hunters techie.
- Pyramid #3/92: Zombies (June 2016) showed how versatile these monsters are, as everything from sword fodder to "resurrection lite."
- Pyramid #3/93: Cops and Lawyers (July 2016) meshed gaming and the law, with historical trials, modern tactics, keeping superheroes in check, and more.
If you missed any of these, they're always available a la carte on Warehouse 23. But if you don't want future issues passing you by, consider subscribing to Pyramid. That way, each issue is delivered to your library every month, and at a substantial discount.
Of course, I know you all want sneak peeks at what's in the pipeline. I'll drop some hints, but please bear in mind that this is all tentative, with the order of release likely to change. That said:
- We continue to put out a new issue of Pyramid every month. As I write this, Steven Marsh and Nikki Vrtis are already assembling #3/94 for August.
- We've got a special release of Bill Stoddard's planned for early August, to celebrate GURPS' 30th anniversary. In fact, by the time you read this news, it may already be available.
- There's plenty of Dungeon Fantasy support coming, including something flashy from Sean Punch, something otherwordly from Matt Riggsby, and something game-changing from Christopher R. Rice and Antoni Ten Monrós.
- Hot Spots is due for some love from Matt Riggsby while PK is working on another Monster Hunters entry.
- Expect at least one new series, helmed by Phil Masters. Though I suppose you could also say he's continuing an older one. Ah, technicalities!
- Sean Punch continues to work on his big secret project. I'm not quite ready to hint at what it is, other than to say that it's something good for GURPS as a whole.
- Both GURPS Mars Attacks (by Jason "PK" Levine) and the second edition of the Discworld Roleplaying Game (by Phil Masters) are at the printer. These hardcovers should be in stores later this year.
I didn't tip my whole hand, mind you. In particular, we've got a few new series (or "subseries") up our sleeves, some new authors, and more from existing ones like Hans-Christian Vortisch. To stay up to date, follow the GURPS thread in Kromm's blog and my Twitter account.
Finally, if you're interested in writing for GURPS, be sure to read the Warehouse 23 Digital Wish List (updated August 4, 2015) and Pyramid Wish List (updated July 17, 2016). Be sure to familiarize yourself with our GURPS formatting guide and GURPS WYSIWYG template, which we consider Required Reading for anybody thinking of going pro. We're always looking for new talent!
– Jason "PK" Levine