The Rules-Light GURPS Shopping Guide

Basic Set

GURPS has a wide variety of published rulebooks, and the list of PDF supplements is one of the largest in the industry. As a result, it can be overwhelming for new players to determine what books to get. Many of the books offer specialized rules for specific genres, abilities, or settings, but some resources are useful across a wide variety of games. This post will highlight GURPS books that are useful to the rules light crowd.

If you are curious about GURPS but fear that the rules are intimidating, this list will point you towards rulebooks that support streamlined, simple mechanics.

As a bonus: until 15 December 2016, Steve Jackson Games is running a GURPS PDF special. All GURPS PDFs are 40% off! If you’ve been thinking about getting started with GURPS, or adding some books to your collection, now is the time!

GURPS Basic Set: Characters and Campaigns

GURPS Basic Set
GURPS Basic Set

If you want to play GURPS, the two volume Basic Set is all you truly need. You can create your characters, build settings, run campaigns, engage in combat, and do all the core elements of roleplaying from these two books. Volume 1, Characters, covers the rules for building and equipping player characters; Volume 2, Campaigns, focuses on running the game, resolving actions, and interacting with the world at large.

When reading the Basic Set, remember that the core rules of the game are simple: there are success rolls, reaction rolls, and damage rolls. Everything else is optional detail, and it can be changed or ignored as appropriate for your game.

GURPS Action 2: Exploits

GURPS Action 2: Exploits
GURPS Action 2: Exploits

Action 2: Exploits is officially the GM book for faced-paced action hero games. Unofficially, this is one of the most useful GM supplements—period. Exploits contains advice on stock adventuring skills, tips for quick-and-dirty difficulty estimates, and guidelines for different phases of adventures, from setting the narrative hook through cleaning up afterwards.

For rules light games, Exploits has particularly valuable suggestions on using difficulty modifiers to set the difficulty for adventure scenes, using complimentary skills to overcome larger challenges, and what rules options to turn off in order to keep up the pace.

GURPS Thaumatology: Ritual Path Magic

GURPS Thaumatology: Ritual Path Magic cover
GURPS Thaumatology: Ritual Path Magic

Ritual path magic, or RPM, is a great rules light alternative to the default GURPS magic system. Magic in the Basic Set (and in the GURPS Magic supplement) is a skill-based system that has lots of pre-built spells. The drawback is that each spell is its own effect, and there are a number of rules for different types of spells that need to be learned as well.

By contrast, RPM is based on a simple casting system. Players create their intended spells by describing the spell effects. The spell description determines how much energy the spell requires, and then the character gathers the energy using the appropriate magic skill.

How to Be a GURPS GM

How to Be a GURPS GM cover
How to Be a GURPS GM

How to Be a GURPS GM is a crash course in running roleplaying games in GURPS. It walks a new (or new-to-GURPS) game master through how to set up a campaign, direct character creation, build encounters, and run the adventure.

For gamers that want to run a rules-light version of GURPS, there’s a lot of advice about which game options to use (and what to turn off). The advice is particularly detailed for adjusting combat complexity, which is valuable because combat can be one of the more overwhelming parts of GURPS games.

Other Resources

Of course, one of the benefits of all the GURPS publications is that there are worked examples of almost any situation you can imagine. If you want inspiration for running a social encounter-heavy game, GURPS Social Engineering awaits. If you want to play a game with psionic abilities, just turn to GURPS Psionic Powers. There are books for genres (including fantasy, horror, superheroes, steampunk), books for technology and equipment (if you want to play a stone-age survival campaign or a futuristic space war), and just about anything else you can imagine.

If you’ve wanted to see how GURPS can handle any particular type of game, the GURPS PDF sale is a great opportunity to expand your collection. Again, all GURPS PDFs are 40% off at Warehouse 23, the online store for Steve Jackson Games.

And, if you have other GURPS books to recommend—especially for rules light gaming!—please share them in the comments.

3 thoughts on “The Rules-Light GURPS Shopping Guide”

  1. Just want to say that Ritual Path Magic is the best Magic system in all RPG !

    Plus, RPM + Gurps CABAL (3rd edition) is 1000 times better than Mage Ascension (and Ascension is one of my favorite RPG) !

    To the last, but not last, Gurps Thaumatology 4rd edition is simple awesome, but not for everyone I think.

    Anyway, thanks a lot for the guide. Every guide that put RPM as a must have is a great guide !

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