Che Webster & Patrick Mullen
GURPStalk
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
Autor
Che Webster & Patrick Mullen
Categoría
Web del podcast
Último episodio
29 de jun. de 2026
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Episodios
GURPSing Settings 29.06.2026 1:17:21
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 h...
Conceptual Betazoid Application 15.06.2026 1:11:53
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'...
Horse Hockey 01.06.2026 1:45:07
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-fo...
Dark Arts 18.05.2026 1:11:41
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...
Shenanigans 04.05.2026 57:29
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 playe...
On Time and Space 20.04.2026 1:00:22
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 conversat...
GURPS & Digital Tools 06.04.2026 56:32
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 str...
Equipped 23.03.2026 49:34
Brian asks, "Is equipment as important as the character's traits?" Pat and Che discuss equipment in GURPS, focusing on its importance and customisation options. They explore how equipment can reflect a character's background and personality, rather than defining it. The conversation covers the detailed and flexible equipment rules in GURPS, including weapon stats, armour options, and tech levels....
Owed T' Alex 09.03.2026 1:05:23
Focused on discussing GURPS (Generic Universal RolePlaying System) campaign management, particularly around random encounters and travel mechanics. Pat and Che share their experiences running campaigns, with Che describing his approach to Karameikos where he uses modified D&D encounter tables and implements a 4-hour watch system for travel. They discuss how to handle random encounters, with Pa...
Four Questions 23.02.2026 1:00:54
What happens when the Speakpipe calls and email questions pile up? Pat and Che present questions from various individuals including Stan, Brian, Arina, and Frank. They answer those questions. 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...
The Process 09.02.2026 59:55
What the heck is the Process thing? Pat and Che discuss The Process of character creation, using Ascend NA as an example. They outline the five steps involved, including player-GM discussions, bio sheet completion, and a final one-on-one meeting for character creation. Pat emphasizes the importance of having a defined setting and world before starting the character creation process. They also touc...
On Campaigns, Tables, and the Pre-Process 26.01.2026 1:01:54
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 pl...
Point Salad 12.01.2026 52:31
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,...
Character Development 29.12.2025 1:09:06
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. P...
Magic 15.12.2025 59:57
Why is GURPS Magic not, in fact, boring? Pat and Che discuss listener Alex's question about magic systems in GURPS, addressing concerns about the basic Magic system. Pat explains the GURPS Magic system, emphasizing its flexibility and suitability for new players. Che shares his experience using the system with a new GURPS group, highlighting its potential for creative spell use and character devel...
Rolls, Defaults, and Reactions 01.12.2025 1:04:01
How can we use the GURPS skill system to deepen our experience in the Otherworld? Pat and Che discuss the mechanics of skill-based gameplay in GURPS, focusing on when players and the Game Master should roll dice for perception and information skills. They also discuss the mechanics and benefits of quick contests in role-playing games, focusing on their use in resolving instantaneous actions and ad...
Skills and Tests 17.11.2025 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, emph...
Campaign Update I 03.11.2025 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,...
Big Bag 'o' Points 20.10.2025 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 sta...
Surprise! 13.10.2025 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...
What's the Frequency? 06.10.2025 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 n...
Enhancements and Limitations 29.09.2025 29:49
Enhancements and Limitations? What the heck are all these modifiers about? Pat and Che discuss GURPS Limitations and Enhancements, particularly how they can be used to create supernatural abilities and powers. Pat explains that limitations like "costs fatigue" or "unreliable" can reduce point costs and balance abilities, while enhancements like "reduced time" or "ranged" can modify abilities to wo...
At Disadvantage 22.09.2025 59:12
Why are Disadvantages at the heart of roleplay? This episode Che and Pat are discussing character creation in GURPS with a focus on disadvantages as meaningful roleplaying elements rather than just point sources. They emphasise that disadvantages should reflect character depth, create interesting dilemmas, and be limited to a reasonable number to maintain playability while adding flavour to charac...
Taking Advantage 15.09.2025 36:32
What are Advantages and how on Earth do you select them for your campaign? In this podcast episode, Pat and Che discuss the different types of Advantages in the game system, categorised as mental, physical, and social, with further classifications as mundane, exotic, or supernatural. They review specific examples including Absolute Timing, Acute Senses, Affliction, Allies, and supernatural ab...
Forgotten Traits 08.09.2025 49:53
What's all this stuff about social background at the beginning of the Basic Set rulebook? In this episode, Pat and Che discuss approaches to starting and maintaining roleplaying campaigns in GURPS, emphasizing the importance of establishing setting context, social backgrounds, and character goals before gameplay begins. They explore how often overlooked elements like status, wealth, cultural famil...
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