GURPStalk – Détails, épisodes et analyse

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GURPStalk

GURPStalk

Che Webster & Patrick Mullen

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Fréquence : 1 épisode/11j. Total Éps: 26

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Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (processinggurps.com) talk about GURPS - the Generic Universal Role-Playing System published by Steve Jackson Games - and using it to run long-form roleplaying campaigns. We discuss topics arising from using the game system aimed at intermediate users of the rules who wish to progress towards deeper and more immersive role-play in whatever fictional worlds they imagine.


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


GURPStalk logo by MJ Hiblen.

Hosted on Acast. See acast.com/privacy for more information.

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Is it really GURPS?

Saison 1 · Épisode 1

lundi 28 juillet 2025Durée 36:18

We're here to talk about GURPS - the Generic Universal Role-Playing System published by Steve Jackson Games - and using it to run long-form roleplaying campaigns. Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss topics arising from using the game system. The show is aimed at intermediate users of the rules who wish to progress towards deeper and more immersive role-play in whatever fictional worlds they imagine.


This episode we deconstruct the name: GURPS. Is it really Generic and Universal? What about Role-Playing? Is is a System?


CONTACTS:


Send us a voice message:

speakpipe.com/gurpstalk


Send us an email:

gurpstalk@pm.me


THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/


DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

Getting Dicey

Saison 1 · Épisode 4

lundi 18 août 2025Durée 29:14

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


What's is it with GURPS and the 3d6 roll low mechanism? Isn't that complicated and fiddley to deal with?


We discuss the mechanics and simplicity of the GURPS (Generic Universal Role-Playing System) dice rolling system, particularly the 3D6 method. We emphasize that the system's bell curve nature mirrors real-world statistics and is intuitive once understood. Che highlights that while GURPS might seem complex due to its many options, it's actually straightforward, requiring only basic math skills.


Using a practical example, Pat discusses a combat scenario in a Twilight 2000 scenario powered by GURPS, where a character with a base skill of 14 attempted to snipe an enemy on a roof. Talking through how this played out hopefully illustrates that GURPS isn't, at heart, difficult to play.



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/



DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

Character Starts Pt2

Saison 1 · Épisode 3

lundi 11 août 2025Durée 29:27

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


We've got our campaign idea fleshed out. How do we avoid analysis paralysis when our players sit down to make characters?


We discuss character creation in role-playing games, focusing on a structured process that involves collaboration between the Game Master and players. We explore how this process can empower players to create characters that align with their vision while also fitting within the game's setting.


We emphasize that our discussion is not meant to criticize existing approaches but to share our own experiences and recommendations. Che shares his initial mistake of leaving players to navigate GURPS character creation alone, which led to analysis paralysis.


Pat shares his specific eight-step character creation process, which includes steps like discussing concepts, filling out bio sheets, and making characters together virtually. They emphasized that this approach helps new players and experienced ones alike, and can lead to more engaged and long-term participation in the game.


Link to Pat's Process:

Making the Player Characters- “The Process” & Templates – Cry Havoc!

t2kcampaigns.com/2024/05/20/making-the-pcs-the-process-templates/



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/



DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

Campaign Starts

Saison 1 · Épisode 2

lundi 4 août 2025Durée 33:37

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


We're going to run our long-form game using the GURPS Fourth Edition rules. How do we get started setting up a campaign?


We discuss the challenges and joys of adapting existing game settings to GURPS for long-form play, emphasizing the importance of maintaining the system's strengths while acknowledging time and work constraints. 


We discuss setting up a long-form campaign, focusing on the basic interrogatives of "who," "what," "when," "where," and "why." We emphasize the importance of having a clear theme or "glue" that holds the game together, such as a shared goal or faction. 


Pat shares his experience of running a low-magic ancient Rome campaign, explaining how he and his players chose the setting during a session 0. Pat emphasizes the importance of giving players choices about the campaign's timing and setting to ensure long-term engagement and to reduce GM workload. 


Big thanks to Andrew for calling in!



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/



DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.



DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

Combat Orientation

Saison 1 · Épisode 5

lundi 25 août 2025Durée 29:01

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


Isn't the GURPS combat system fiddley and difficult? Isn't it really complicated to run fights?


We discuss the combat system in GURPS, emphasizing its simplicity and effectiveness. 


Pat explains the simplicity and ease of use of the GURPS combat system, highlighting its one-second round concept. He emphasized that while GURPS is often perceived as a reality simulator, it is actually a fictional system designed to simplify combat actions into basic, simple tasks. 


We highlight the system's simplicity and speed compared to other role-playing games. They emphasized that actions in combat are resolved quickly, with players declaring what they intend to do, and the GM determining the outcome.


We discuss the mechanics of damage and hit points in a role-playing game, comparing the damage resistance of different characters and scenarios. 


Pat and Che discuss the deadly nature of combat in their GURPS games, particularly focusing on the impact of modern weapons and hit locations. They agreed that the system's realism, appropriate for the TW2000 setting, adds tension and requires careful planning from players. 



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/


DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

Skills and Tests

Saison 1 · Épisode 15

lundi 17 novembre 2025Durée 57:25

How do the 350+ skills in GURPS work out in play?


Pat and Che discuss the extensive skill system in GURPS, emphasizing its versatility for various settings and genres. They highlight the importance of skill selection for long-form play, focusing on character development and the specific context of the game world. 


Pat and Che discuss the challenges of managing skills in the GURPS system, emphasizing the importance of tailoring skills to specific campaigns rather than trying to memorize all available skills. They discuss the use of skill checks and difficulty modifiers in this game system.


GURPS Skills Categories Freebie: GURPS Skill Categories | Warehouse 23

OR warehouse23.com/products/gurps-skill-categories

OR via sjgames.com/gurps/resources


RPR PATREON: patreon.com/rpgrescue



GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me


THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

Campaign Update I

Saison 1 · Épisode 14

lundi 3 novembre 2025Durée 47:08

What's happening in the host's campaigns?


Che and Pat discuss their recent GURPS gaming experiences, with Che sharing his excitement about running a GURPS-powered game set in the world of Karameikos, which had its first successful session. 


They note that the system encourages detailed world-building through character bios and mechanical choices, leading to the creation of new organizations, patrons, and story elements.


Che emphasizes the beauty of having multiple narrative threads and the flexibility to adapt the setting based on player input. They also touch on the complexity of managing character motivations and the initial setup of the campaign, which involved a mystery investigation.


Pat shares his own experience of improvising a complex random encounter involving Roman magic users in his Memento Mori campaign, emphasizing the value of spontaneous world-building in gaming. They discuss their approach to game mastering, focusing on how to handle player characters exploring a world with random encounters and organic story development.


Big thanks to UberGrog for the kind call-in!



GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

Big Bag 'o' Points

Saison 1 · Épisode 13

lundi 20 octobre 2025Durée 41:03

How does a new GM overcome points paralysis?


Pat and Che discussed strategies for managing point allocation in GURPS, emphasizing the importance of hands-on experience and starting with smaller, simpler campaigns. They advised new GMs to experiment with character creation, focusing on attributes and skills before moving to disadvantages and advantages. For superhero campaigns, they recommended starting with street-level scenarios and gradually increasing complexity. Che suggested sitting down with an experienced GM to learn the process, while Pat highlighted the value of using bio sheets and organic advantages in character creation.


Big thanks to Alex for the call-in that inspired this episode!


Please be aware, we're moving to a bi-weekly release schedule after this episode.


GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

Surprise!

Saison 1 · Épisode 12

lundi 13 octobre 2025Durée 51:36

What's the problem with surprise in GURPS?


WARNING! There's some fruity bad language in this one!


Che and Pat discussed the implementation and mechanics of surprise and initiative rules in GURPS, including how these rules interact with various character advantages and combat systems. They explored modifications to combat reflexes and coolness mechanics, with Pat proposing new approaches to address balance and realism issues in the current system. The conversation concluded with discussions about GM flexibility in implementing surprise mechanics and adapting rules to create engaging combat scenarios.


Pat's Surprise Rules: Major Renovations: Tuning Up the Rules – Cry Havoc!

OR t2kcampaigns.com/2024/05/22/major-renovations-tuning-up-the-rules/



Thanks to Matt for the question!


GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.

What's the Frequency?

Saison 1 · Épisode 11

lundi 6 octobre 2025Durée 27:11

What are Frequency Rolls and how can we use them effectively?


Che and Pat discuss the frequency of appearance mechanism in GURPS, which determines how often NPCs like allies, contacts, patrons, and dependents show up in adventures. They discuss how to apply frequency rolls for NPCs, advantages, and disadvantages in open-world GURPS campaigns without defined adventures. Pat explains that GMs need to determine when to make these rolls based on their campaign structure rather than relying on the vague concept of "per adventure". They emphasize that these mechanics create opportunities for roleplaying and complications while taking pressure off the GM to arbitrarily decide when elements like contacts, dependents, or enemies appear in the game. 



GOT A QUESTION?

Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

gurpstalk@pm.me



THANKS:

Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/

DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Hosted on Acast. See acast.com/privacy for more information.


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