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GURPStalk

GURPStalk

Written by: Che Webster & Patrick Mullen
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About this listen

Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) 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.

Che Webster & Patrick Mullen
Self-Help Success
Episodes
  • On Campaigns, Tables, and the Pre-Process
    Jan 26 2026

    What happens when your game collapses and you need to start a new thing?


    Pat discusses his experience running a GURPS fantasy campaign and a Twilight 2000 campaign, highlighting how personal connections and real-life circumstances often take precedence over game mechanics. He explains how his Saturday table, initially a Rome campaign with five players, struggled to maintain its structure due to player attrition and the real-life reasons and health issues which led to the end of his Twilight 2000 campaign. Pat concludes that while game elements are important, the primary focus should be on fostering strong relationships among players, as this ultimately determines the success and longevity of a gaming group.


    Pat and Che discuss the development of a post-apocalyptic role-playing game set 10 years in the future. They focus on creating a straight-toned, conspiracy-driven narrative with secrets and mysteries for both the players and their characters. Pat explains the grounding process for players, which involves collaborative choices and surprise elements. They discuss the process of preparing for a new campaign, emphasizing the importance of thorough pre-processing and collaboration to ensure a successful and immersive experience for players.


    Thanks for listening and supporting the show.



    GOT A QUESTION?

    Ask us via voice message:

    speakpipe.com/gurpstalk


    Ask us via an email:

    gurpstalk@pm.me


    PAT'S BLOG:

    Processing GURPS – Enabling Longform, Immersive TTRPG play using GURPS

    OR

    https://processinggurps.com/


    RPR PATREON: patreon.com/rpgrescue


    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.

    Show More Show Less
    1 hr and 2 mins
  • Point Salad
    Jan 12 2026

    What the heck is "point salad"?


    Pat and Che discuss the concept of "point salad" in GURPS, a term used to describe when characters have an excessive number of points to spend on abilities, leading to complex character creation and potentially distracting gameplay. They discuss an anonymous listener's message about a GURPS campaign where players are creating characters with a complex point system, including 200 base points, various disadvantages, quirks, and implants/biomods that are paid for with wealth. They note this as an example of "point salad" due to the complex allocation of points across different character elements.


    Pat and Che discuss the mechanics-first approach in GURPS, where character mechanics are prioritised over world-building and character development. They emphasise that this style, often referred to as "Point Salad," can be time-consuming and may lead to out-of-character gameplay. Che suggests a better approach involves imagining the world first, describing it to players, and then allowing them to create characters based on that setting. Pat agrees and highlights the importance of inviting players to experience long-form play in a well-developed world.


    Thanks to the anonymous listener who gave us permission to share their experience of play.


    Thanks for listening and supporting the show.


    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.

    Show More Show Less
    53 mins
  • Character Development
    Dec 29 2025

    What do we mean when we talk about character development with the GURPS system?


    Che and Pat discuss the concept of bonus character points in GURPS, clarifying that they are not experience points but rewards for attendance and good role-playing. They discuss character development in tabletop role-playing games, focusing on mechanical rewards and how different systems handle character progression. Pat emphasises that mechanical increases in character abilities are a common feature across many RPGs.


    Pat and Che discuss their approaches to awarding points in role-playing games. Che explains his system in Karameikos, while Pat shares his method for Twilight 2000. They both emphasise the importance of these awards in motivating players and providing clear objectives for both characters and the party as a whole. Pat and Che discuss the Superior RP Award process, where players nominate peers for outstanding roleplaying moments.


    Thanks for listening and supporting the show!


    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.

    Show More Show Less
    1 hr and 9 mins
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