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GURPS for One-Shots
September 10, 2019 Conventions

I’ve been noodling over the “GURPS for One-Shots” I’m putting together (mentioned here), and thought I’d post what I’m hoping to include. The goal is to pull together ideas from all the below posts to synthesize for myself a baseline, super-simple version of GURPS — from very brief character creation to running and ending the game — that I can use for convention games moving forward.

Let me know if you have any favorites I missed or suggestions for things to cover!

 

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Also in GURPS for One-Shots

  1. GURPS for One-Shots

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"6" Comments
  1. Look into the one-sheet Savage Worlds adventures. They have concise adventures that we’d be well to emulate.

    • Ooh, those are interesting! Thanks for the heads up, it’s a good format for improv adventures (though I still plan to do more Quick-Play Adventures in the future, which are longer).

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  3. This is what I need GURPS to be. Simple, playable, flexible. It’s though getting players onboard (and committing as a GM) when there are so many rules bits to sort through before having a playable instance of GURPS. Having all of GURPS to draw on is a tremendous boon for a long campaign, but it’s also time-consuming if you’re looking for a quick intro or just a one-time thing.

    I’ll be watching this series closely!

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  5. I’ve used all sorts of sources for my convention games – which are one shots. I have tried to keep the characters as simple as possible. Last year I started highlighting traits.

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