I’ve always been the type of gamer who likes to push boundaries—play differently, think outside the box, and challenge myself to see the world through new mechanics. That’s part of what keeps tabletop roleplaying fresh for me. Lately, I’ve been itching to step outside my usual fantasy and try something I haven’t touched in years. So, I dug deep into my collection and pulled out an old favorite: GURPS 3rd Edition.
Man, it’s been a long time since I cracked open these books. The last time I played was way back in the early 2000s, and even then, it was just a handful of sessions under a GM who swore by 3e. I never really got the chance to dive into the system fully, but now? I’ve got the time, the curiosity, and the drive to see what makes GURPS tick all over again. Maybe.
So, here’s the plan—before I even think about dragging my group into this, I’m going to re-teach myself the game by running some solo adventures. No pressure, just pure, unfiltered exploration of the mechanics and storytelling potential. If it hooks me the way I think it will, maybe—just maybe—I’ll see if the group is up for something different too. Either way, I’m excited to step outside my comfort zone and expand the way I play. Let’s see where this road takes me.
I hope you’ll write about some of the rules and your play throughs!
Now that is a name I have not heard in a long time, GURPS 3rd but it does hold a special space in my heart. Sci-Fi was definitely my favorite genre in GURPS the days I spent building space ships, stations, solar systems and planets. It was basically how I solo played back in the 90's just building stuff and not a lot of fleshed out stories, man I wish we had some of today's oracles and frames works for solo play back then.