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GURPStalk

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Rating
★★★★★
5
from
4 reviews
This podcast has
39 episodes
Language
English
Explicit
No
Date created
2025/07/28
Latest episode
2026/10/19
Average duration
72 min.
Release period
14 days

Description

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.

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People, Not NPCs
2026/10/19
How much detail do you put into your NPCs before the dice hit the table? Pat and Che explore their very different approaches to preparing and running the non-player characters who fill their campaigns. Pat shares his one-page NPC profiles — appearance, background, motivations, and complete stat blocks formatted for quick reference mid-session. Che describes his leaner method of noting names, motives, and the few skills that matter, building out characters like Lady Arteris Penhaligon only when the story demands it. From Jumpin' Jack Fossier conjured on the spot to a watchman abandoning his post to change his shirt, they dig into how NPCs become memorable people rather than plot devices. Pat also explains his technique of mentally casting actors to give each character a distinct look, voice, and presence the players can latch onto. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] Want a GURPStalk t-shirt or sticker? --> T-Shirts by Roleplay Rescue | TeePublic OR https://www.teepublic.com/user/roleplay-rescue 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.
Ode To Valens
2026/10/05
What Does It Mean to Play In-Character, As-Character? Che and Pat unpack the distinction between actor stance—where decisions flow from character psychology, not player logic—and other stances like author, pawn, and director. Using the recent death of Valens in Che's Karameikos campaign as a case study, they explore how a dwarf scholar's curiosity and obsession with ancient dwarven history led him through a warning-marked door and towards his demise. Eighteen sessions without a death—then one that felt earned because it was true to who the character was. They also dig into player Matt's celebrated portrayal of Valens, Pat's interrogation scene playing as Lukas, and why emergent character action beats prescribed narrative every time. Thanks for listening and supporting the show. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] Want a GURPStalk t-shirt or sticker? --> T-Shirts by Roleplay Rescue | TeePublic OR https://www.teepublic.com/user/roleplay-rescue 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.
Beyond The Forge
2026/09/21
Can theme and character arc belong to simulationists too? Che and Pat dive into the contested legacy of the Forge movement and argue that emergent story lives just fine without narrativist gatekeeping. They critique the GNS model's dominance, share war stories about players being told they're "doing it wrong," and explain why "author stance" leaves them both exhausted. Pat draws from his Dire Passages and Star Trek campaigns to show how setting themes and timelines can guide play without prescribing beats. Plus, they lay out the six priors shaping their long-form GURPS sessions and weigh in on why they play games instead of collecting them. This one's for anyone who's ever been told their table doesn't count. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] Want a GURPStalk t-shirt or sticker? --> T-Shirts by Roleplay Rescue | TeePublic OR https://www.teepublic.com/user/roleplay-rescue 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.
Kriegspiel
2026/09/07
What happens when you scale GURPS from tabletop combat to empire-level wargaming? Pat dives into his new Kriegspiel project — a structured, macro-level wargame tied to his ongoing Star Trek campaign. Players take on roles like Starfleet Task Force commanders, Klingon Regional Governors, and intelligence or diplomatic chiefs, with mechanics rooted in GURPS Realm Management and mass combat systems. Che and Pat explore the broader value of collaborative worldbuilding through player action, contrasting the Kriegspiel approach with games like Microscope.  Thanks for listening to and supporting the show. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] Want a GURPStalk t-shirt or sticker? --> https://tee.pub/lic/kpgigrK23l4 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.
CUFOS
2026/08/24
How do you manage factions in GURPS without all the bookkeeping? Pat Mullen and Che Webster dive into CUFOS (Campaign Unified Faction Operating System)—a framework for managing organizations in GURPS campaigns. Pat breaks down how CUFOS pulls together tools from Boardroom and Curia, Realm Management, and Mass Combat into one unified system. They get into using LLMs to auto-generate organisation stats and NPC profiles, keeping things mechanically consistent while freeing the GM to focus on the emergent story. And Pat shows it all in action with his Star Trek campaign, where CUFOS juggles multiple factions and serves up real player hooks. Thanks for listening to and supporting the show. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
Making New Powers (Ode To Steven)
2026/08/10
How do you make new custom powers for your GURPS games? Che and Pat discuss creating and evolving custom powers in GURPS, using examples from Pat’s campaigns. They review how to design abilities based on player concepts, such as “Visual Spatial Savant” for Steven’s Star Trek character and new psychic powers for his Dire Passages character, focusing on limitations, accessibility, and pricing. They also talk about the importance of immersive play, player agency, and how custom powers should enhance roleplaying rather than just add modifiers. Thanks to Steven for creating characters that inspire his GM. Thanks for listening to and supporting the show. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
What Do You Prep?
2026/07/27
What specific details do you add to your prep notes? Pat and Che discuss their GURPS preparation workflow and campaign management techniques. Pat shares his detailed preparation process for his Dire Passages campaign, which involves maintaining a comprehensive and ever-growing document tracking past events, current status, and future timeline elements. He demonstrates how he uses this system to prepare for sessions by documenting narrative outcomes, tracking NPCs and their activities, and planning future events with specific dates and mechanics. Thanks for listening to and supporting the show. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
Prepare for Action
2026/07/13
What do you do with a split group when combat breaks out? Pat and Che discuss combat mechanics and pacing in role-playing games. Pat explains his approach to handling combat in his Star Trek campaign "Imminent Destinies," where he uses action time (one minute) rather than the traditional one-second combat system to allow multiple concurrent actions by different player characters. He details how he implements burst combat (3-second periods) and transitions between normal time, action time, and combat time to maintain momentum while enabling split-party scenarios. Thanks to Alex M for the call-in that inspired the episode. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
GURPSing Settings
2026/06/29
How do you GURPS up a setting like Star Trek? This episode of GURPStalk focuses on Pat and Che's ongoing project to create a Star Trek-inspired GURPS campaign set in 2225 in the Beta Quadrant near the He'shra (Orion Syndicate territory). Pat explains their approach to worldbuilding, including the development of cultural typologies for different species like Klingons, and details their system for handling cross-cultural interactions through cultural familiarity, status, and rank mechanics.  GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
Conceptual Betazoid Application
2026/06/15
How do we make Star Trek telepathy feel real? Pat and Che conduct a deep dive into GURPS mechanisms, specifically focusing on developing a Betazoid character concept for their upcoming Star Trek: Imminent Destinies campaign. Pat demonstrates his approach of prioritising concept over mechanisms, showing how he created a grounded, realistic portrayal of Betazoid telepathy that reflects the species' abilities as seen in the Star Trek series. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
Horse Hockey
2026/06/01
Can players get use from AI for their characters... and some other horse hockey... Pat and Che discuss the use of AI tools in tabletop role-playing games (RPGs), particularly focusing on GURPS. They addressed how players can use AI to assist with character creation while maintaining engagement with the game master (GM) and ensuring the process aligns with the game's priors, which emphasize long-form play, grounded otherworlds, and in-character agency.  Thanks to Thorlik for the call-in. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
Dark Arts
2026/05/18
What use might so-called AI tools have for an RPG? Che and Pat recorded an episode of their podcast discussing the use of "dark arts" - specifically AI tools like NotebookLM, Lumo, and Gemini - in role-playing game preparation. They shared how these tools help with research, analysis, and creating game materials more efficiently, while acknowledging the importance of user expertise in managing the limitations of large language models. The conversation covered specific use cases including world-building, character development, and creating game mechanics, with both hosts emphasizing that these tools serve as research assistants rather than creative replacements. They also addressed common concerns about AI in gaming, including copyright issues and the distinction between AI tools and true artificial intelligence. And yes, an LLM created that blurb. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
Shenanigans
2026/05/04
Can you run an open table in a long-form manner with a consistent, grounded campaign world? And what about mysteries: can you run an investigative game in an open world style? Pat and Che discuss the challenges of running an open table while maintaining a consistent, grounded campaign world. Pat argues that open tables inherently conflict with world consistency due to the transient nature of players, while Che defends the concept by referencing the West Marches movement and Justin Alexander's Open Table Manifesto.  Pat discusses the challenges of running open and emergent investigations, noting that it requires a group of seasoned TTRPG players who are interested in the long game rather than quick successes. Pat suggests that GMs need to be willing to throw away prep work and be committed to the ongoing narrative to fully enjoy such campaigns. Thanks for listening to and supporting the show. Pat mentions the 1ShotAdventures guy: Complete List of Adventures (GURPS 4th Edition) - 1Shot Adventures OR 1shotadventures.com/1shot-adventures-gurps/ GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
On Time and Space
2026/04/20
How do we track time in GURPS... and what is an Open World? Pat and Che discuss time management and pacing in role-playing games, particularly focusing on GURPS. They explore how different campaign settings require varying approaches to tracking time, with Pat emphasising the importance of keeping detailed time records and Che sharing his practical method of using simple paper notes. The conversation covers the distinction between unknown worlds (more sandbox-style) and known worlds (more open-world style), with examples from the hosts' campaigns including Karameikos and Dark Passages. They discuss specific techniques for managing time in different game scenarios, from tactical combat to long investigative tasks, and conclude by addressing how different game structures require different pacing approaches based on the genre and world being created. Thanks to the other Matt for the call-in. Thanks to you for listening and supporting the show. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.
GURPS & Digital Tools
2026/04/06
How can we use digital technology to improve our games? In this episode of GURPStalk, Pat and Che dive into the intersection of technology and tabletop gaming. They focus on how GCS (GURPS Character Sheet) automates the math of character creation, taking the headache out of tracking points and skills. Pat breaks down his setup using Foundry VTT via The Forge, showcasing how cloud-based hosting streamlines the remote experience. The duo explores the shift toward digital dice, automated sheets, and map management, reflecting on how the pandemic permanently evolved gaming culture. It’s a deep dive into balancing high-tech tools with the traditional spirit of the game. Thanks to Ubergrog for the call-in. Thanks to you for listening and supporting the show. GOT A QUESTION? Ask us via voice message: speakpipe.com/gurpstalk Ask us via an email: [email protected] 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.

Podcast reviews

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5 out of 5
4 reviews
★★★★★
pjburke3 2026/04/14
Best GURPS Podcast
This is the best GURPS podcast and a great overall podcast for TTRPG game masters in general.
★★★★★
Thorlik 2026/02/14
Love it
I’ve been waiting for some more GURPS podcasts to help explain the game. Some others are a little harder to understand due to audio clarity. I starte...
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