How to Get Started Playing or Running GURPS
GURPS hit the ttrpg scene back in 1986, and Steve Jackson had an entirely new approach. He designed a Generic Universal Role Playing System, which is what the acronym stands for. He wanted a system that could be used in any setting: fantasy, scifi, western, superhero, horror, martial arts, cyberpunk, psionics, mass combat, anything. The core dice mechanic is very simple: roll 3d6 plus whatever modifiers apply; if you roll under you succeed. Despite this, GURPS has a reputation for complexity, and it’s not an easy system for many of us to ‘get into’ and understand. I wrote this guide for GM’s or players who are considering whether this system is right for them and if so, how to go about getting started and what pitfalls to avoid.
The single most important thing to know is this: GURPS doesn’t come with built-in classes, levels, or story structure. Unlike D&D or Call of Cthulhu it’s a toolkit, not a plug-and-play game. You build characters with points, choose the rules you need, and create the kind of world and story you want. To make it work you need to pick a genre-focused starting point, like fantasy, scifi, horror—otherwise, it’s like trying to build a car from parts without a manual.
The second most important thing to know is GURPS aims to be realistic and is simulationist in approach, whereas D&D is more gamist. In D&D if you attack someone you reduce their overall hit points, for example. In GURPS hitting an enemy’s leg imposes movement penalties. In D&D if you swing a sword at a dragon you try to hit its AC. In GURPS hitting a dragon involves calculating speed (-4), range (-2), and size (+3), resulting in a net -3 to the relevant skill. In D&D you either make a saving throw or you fail your save. In GURPS you can choose to Block, Dodge, or Parry, and each comes with trade-offs. The goal is for everything to be as grounded in reality as possible, from the physics to the setting. If this might be your jam, how and where do you begin?
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Step 1: Clarify your Goals and Play Style
GURPS is a modular system which means you can pick what you want, like you are at a buffet. This is one of its greatest strengths. Do you want a realistic, detailed setting like hard scifi or a historical campaign set in WWII? Do you want a specific genre toolkit like a spy thriller, urban horror, or a dungeon crawl? Or do you want a fully customized campaign that can span fantasy, scifi, and super heroics? You can do any combination of these. Take time to decide what you want, and discuss it with your players. Explain they can build any character they can conceive, but it will take learning the system rules up front and the GM will be involved in world building.
So first, pick your approach. For new players/GMs a genre toolkit is the best approach–keep it straightforward and clear, with a well-defined scope of play. Here are some great book idea examples: Dungeon Fantasy, Action, Monster Hunters. Usually book 1 is player-oriented, book 2 is more GM-oriented, and often they will have starter adventures or hooks.
Do NOT start by buying or reading the entire Basic Set. I know this is counterintuitive, typically when you get started with a new system you get the core rulebook. Resist the urge. Whichever genre sub-line you picked will already have all the rules, templates and guidance you will need. Instead get the GURPS Lite PDF, which is free. Only buy the Basic Set after you have run or played a few sessions and decide this is a great system and you want to run a long campaign, you’ve outgrown the book(s) you started with, or you want to homebrew your own world. Many groups play for months using just the setting and GURPS lite.
Step 2a: Host a Session Zero to Set Expectations
Here is where you explain GURPS in more detail. Use basic terms, here are the main points you’ll want to cover:
- You spend points to buy attributes and skills
- Every action is resolved by rolling 3d6, you roll under your skill
- Taking advantages and disadvantages reduces or increases your character points
- There are no predefined classes or levels
If you have already decided on a setting then describe the campaign setting, the tone you want, and that you’re not starting with all the rules at first. If necessary explain the timeline for adding complexity with the rules, so everyone understands you’ll add rules gradually. See what kind of tropes they really want in the adventures, such as gun fights, dungeon crawling, political intrigue, monster hunting, etc. Ask your players to think about their characters and describe him/her in one sentence. For example, “I want to play a retired mercenary who now works as a bodyguard,” or “I’m a young scholar searching for forbidden magic.”
Step 2b: Create Characters Using Templates, Run a Scenario
Yes GURPS has a point buy chargen system, but it’s not ideal to start completely from scratch if everyone is new. When everyone has agreed on the setting, purchase your set and give players the character templates. You probably won’t have to explain much, but if you do just say they are pre-built package of attributes, key skills, and advantages/disadvantages, and they are all roughly equivalent in power. Let your players tweak two or three things in the template if they want. They can swap out a skill or two, or mess with the advantages or disadvantages. The important thing is to aim for 100-150 points total per character for a balanced party.
Make sure your players understand how skill rolls work, and how damage and fatigue are tracked. Finally they can create simple, one-page character sheets with their attributes, major skills and target numbers, advantages, with point costs, and a couple of sentences describing the character’s background and goals. Writing on a sheet of paper will do, but if some want something fancier try GURPS character sheets.
Run a micro-scenario. Let’s say you are using the Action setting. “You need to break into a warehouse to retrieve stolen research notes. The front door is locked. What do you do?” The player chooses a skill like Lockpicking DX 12, rolls 3d6, and you describe the result. Show how either success or failure leads to next steps, like finding a back entrance, or catching the security guard’s attention. Make it clear that you, the GM, won’t railroad them into a story. Every scene template is a building block, the players decide which blocks to enter next. This loop means players understand that GURPS is about cause-and-effect, not about following a prewritten module. Speaking of loops…
Step 3: Establish a Gameplay Loop
By this I just mean establish how adventures will generally run. In Action for example, the adventure may begin with a mission briefing, then investigation using their skills, executing the plan with combat or infiltration, and the aftermath and consequences. Let your players know this.
As a GM try to design three or four templates that fit your genre. What’s the purpose of the adventure: rescue a VIP, retrieve intel, break into a vault, etc? What are the key NPCs or factions, what are their goals? What are the core skill checks that will likely be rolled? Maybe they’ll need a Stealth 12 to sneak in, Electronics 13 to override alarms, Gun Accuracy 14 to fight guards, and Diplomacy 11 to bluff an official. Figure out the outcomes for success or failure for skills, but keep it broad, such as if they fail the stealth roll the alarm triggers and hostiles arrive.
Explain to players that their choices affect the world around them. If they acquire a secret, their “client” reputation goes up, other factions may target them next. If they botch it they face fines, arrests, or rivals.
Step 4: Prepare Your First Session
Choose one or two scene templates that are easy to run with new characters. The first scene in the Action example I’m using is probably to meet their handler, which may involve a social skill exchange and brief explanation. The second scene is their first operation. Write down the three or four NPCs you’ll need for each. The handler should have clear goals, a couple of personality traits, and one or two key stats such as Negotiation 12 or Streetwise 11. A security guard will possibly have Bodyguard: HT 11, Brawling 12, Alertness 11, Pistol 10. There could be a potential ally or even a rival who offers a choice. Maybe they are a freelance informant with Drive 12, Fast-Talk 11, Will 10.
Sketch a simple map or floor layout. Label a few cover points, a locked door, a security terminal. Prepare some quick reference sheets including some core skill rolls, basic combat steps (declare maneuver, roll skill, apply damage, check HP/FP), and a short reminder of how to apply damage modifiers. Have some notes for NPC names and one-line motivations for them. Have some consequence tokens, for example “Player X now has +1 reputation with Faction A.” Make sure when you see every player’s character sheet that it’s one page and it’s legible, and verify how many points they spent. Make sure they know where to find their important skill numbers. Keep prep minimal and more focused on potential plot forks so GURPS does the heavy lifting for everything else.
Step 5: Teach the Core Mechanics while Playing
You may have have done this in session 0, but teach them the core mechanics again. Start with the simplest possible roll. Explain the 3d6 roll-under system, and teach them how to interpret critical successes and failures. Ask someone to attempt a skill check. After this move to a skill contest–for example trying to open a jammed door vs a holding strength by security guard–and show how it’s handled. Then teach about basic combat: explain attack rolls, the damage roll, how armor’s DR reduces it. Demonstrate one round of combat with simple initiative, so either simultaneous actions or you decide the order. Show how injury and fatigue work in a stripped-down way: “You are at 0 HP, you’re unconscious for a few minutes, we’ll handle recovery later.”
So open with introducing the Handler, in a simple RP scene. Keep it short, let players ask questions. Move to the operation: describe the situation, show the map, and ask, “What do you want to do?” Keep the pacing fairly quick, if someone wants to do something borderline just make up a target number for it. Go through combat explaining each step along the way. If they succeed in their mission explain how their success affects their reputation. If they fail describe how they adapt, using failure as a step for the next plot thread. Finally ask for feedback at the end of the session and see what needs to be tweaked.
Step 6: Phase in Complexity Gradually
In sessions 1-3 just keep it to basic skill rolls and combat, simple HP/FP tracking, and core social rolls. Limit their equipment to just a handful of things. In sessions 4-6, or whenever they are comfortable, introduce some more tactical combat: called shots, maneuver choices, simple defense options. This is also when you can think about optional rules from your sub-line, like magic casting times in Dungeon Fantasy or hacking rules in Action. Introduce a new NPC faction or a complication that requires them to use social influence or negotiation so they can use Influence or Fast Talk skills.
From session 7 onward only add what directly serves your story. If there’s a vehicle chase, add basic vehicle rules like Speed, Handling, Collision. If there’s a war or large-scale conflict, bring in the Mass Combat rules. If characters spend downtime researching or training, use the formal study and training rules. Check with your players to see if they want more detail or if they are getting bored by it.
Step 7: Use Community Resources and Cheat Sheets
After a certain point encourage your players to use the GURPS Character Sheet Program to track everything. Go to Reddit /gurps for quick questions, SJGames forums for official clarifications, and/or GURPSwiki for templates, house rules, and quick reference sheets. If you are new to GMing you may want to take a deeper dive by checking out How to be a GURPS GM. GURPS has a book for everything.
Make up your own reference sheet for your group. Include stuff like how to resolve a skill roll in three steps, simplified combat steps (attack, damage, apply DR, check HP), and commonly used modifiers and when to apply them (–2 for partial cover, +2 for point-blank range). That way your players will learn quicker and you can tap into a lot of experienced people online.
Final Thoughts
Be patient with your players and yourself. GURPS isn’t just a new game, it’s a different approach to the prewritten adventure age in which we live. Just play the game to learn the rules, and make sure to reward players for creativity or finding a smart way to leverage a mechanic. Don’t do much rule look-ups, just keep it fairly light, keep things moving and you’ll be fine. Later on when your table is ready to branch out there is all the depth and the options you can handle, just try to do it piece meal.
Hopefully this article has given you a stronger idea of whether GURPS is what you are looking for in an rpg, and if so how to get started on it.





