One of the difficulties in running a game like GURPS is narrowing down a singular campaign in which only a relative fragment of the abundance of stuff can be used. The materials presented below are designed to help GMs decide on and create campaigns for their GURPS game. These could be single-session games or longer games that span months or years. Simply roll the required amount of six-sided dice in order. A prospective GM could also read the roll results and make select combinations, even adding aspects of different results into one cohesive adventure.
Use 1d to determine which major genre the campaign takes place in, then roll 1d to determine a sub-category for each genre.
1-2 Historic: a campaign set in the real world, typically before the modern time.
1: stone age setting
2: bronze age setting
3: iron age setting
4: renaissance setting
5: Victorian setting
6: early modern setting
3-4 Science Fiction: a campaign typically set in the future with more advanced technology.
1: near future setting
2: super hero setting
3: distant future setting
4: post-nuclear setting
5: post-meteor strike setting
6: modern alien encounter setting
5-6 Fantasy: a campaign that includes magic and fantastical creatures.
1: low magic fantasy world that reflects real history
2: high magic fantasy world with strong fantastical elements
3: low magic setting spilling into the real world
4: high magic setting kept secret in the real world
5: low magic setting mixed into a scientific setting (steampunk or future)
6: high magic setting mixed into a scientific setting (steampunk or future)
Under each major genre list, roll 1d to generate a sub-genre and 1d again wherever necessary.
1 Horror: a campaign in which the PCs encounter supernatural or psychological horrors.
1: single, terrible entity or creature that the PCs are hunting or that is hunting the PCs.
2: infestation of creatures plaguing the campaign setting.
3: organization of wicked people who have dominated a community.
4: large creatures who emerge from the boundaries and assault at particular intervals.
5: powerful, Lovecraftian demigod with a host of minions plaguing the underworld.
6: awakened, indestructible creature that may only be defeated through a secret method.
2 Espionage: a campaign in which the PCs work as agents for a church, government or private
organization and use their skills to undermine an oppressive force.
1: government vs. other government
2: church or organization vs. other government
3: church or organization vs. other government
4: citizens vs. own government.
5: corporation or guild vs. own government.
6: citizens vs. corporation or guild.
3 Survival: a campaign where the PCs are nearly destitute and living from day to day until they secure a
means of supporting themselves or merely find an escape.
1: stuck in the wilderness after an accident.
2: languishing in a massive prison or castle complex on an island.
3: surviving in a wasteland decimated by war.
4: surviving on the mean city streets of a major metropolis.
5: thrust into the wilderness after fleeing oppression.
6: adrift at sea or in space until coming upon an island or space station.
4 War: a military campaign in which the PCs serve, either as soldiers or as commanders.
1: a war between two rival kingdoms/governments.
2: desperate conflict between rebels and an empire.
3: a massive war encompassing many kingdoms.
4: an invasion from strange, alien or foreign forces.
5: small skirmishes over the remains of recently devastated political powers.
6: rising in power through careful skirmishes against an oppressive ruler.
5 Exploration: a campaign in which the PCs set out to explore unknown lands or regions of space.
1: exploration of a secret patch of wilderness enclosed by mountains.
2: exploration of an enormous derelict ship or castle complex.
3: exploration of a vast ocean or expanse of space.
4: exploration of a new continent or recently discovered planet.
5: search for lost treasure or artifact, either technological, magical or mundane.
6: search for lost persons in places that are either explored or unexplored.
6 Opera: a long-running campaign where the PCs struggle against an overwhelming enemy. (Note that this campaign could very well incorporate elements of every other roll result).
Examples on Combining Roll Outcomes
Utilizing the previously listed tables will require a degree of interpretation as the results may not appear to fit together. Simply think outside the box when determining how certain rolls fit together. Use the following examples as ways to think about odd combinations.
Example 1: (226) Historic/Bronze Age/Opera
With these results the GM and PCs could take part in a grand adventure in which they are part of a trade company that travels through the Orient and are beset by one of the world powers of the day. This could also allow them to explore much of the world during this time period and encounter long, almost forgotten cultures.
Example 2: (6452) Fantasy/High Magic (real world)/Exploration of Castle
This could produce an adventure in which the PCs work with a secret magical organization that tries to keep magical things hidden from the general public. In this particular campaign, they could be assigned to explore a recently emerged temple complex filled with monsters and strange artifacts, all under the control of a malevolent being with ill intentions for the world.
Example 3: (4643) Science Fiction/Modern Alien Encounter/War Between Kingdoms
In this peculiar combination, the adventure could center around the PCs living in present-day earth at a time when interstellar war engulfs the galaxy and one of the galactic contenders has deployed ground forces to use Earth as a base, which they intend to fortify as a place of defense against their competition. The PCs could either help the aliens defend earth against the enemy, or if the GM chooses, the aliens could be hostile and the PCs will need to resist them and possibly contact their alien enemies for aid.
Random Monster Generator
This list of traits is not so much to generate statistics for a creature as it is to help a GM come up with random monsters on the spot. In regards to stats, a challenge rating will be given last, which will provide suggestions on how to scale the creature’s difficulty by reference to the party’s average prowess. Simply roll one die for each area.
1- Humanoid: a creature similar in appearance to humans and uses weapons and armor.
2- Beast: a creature with an animalistic appearance, moving about on all fours (or more limbs).
3- Elemental: a creature either comprised of or that otherwise embodies a type of energy.
4- Construct: a creature made clay, machinery or other inorganic materials.
5- Undead: a skeletal or zombified creature that once lived and is brought back to life.
6- Planar/Phantasmal: a spectral, ghostly or other type of entity with no discernable shape.
1- Mammal: warm-blooded creature, either with fur, hair or thick, leathery skin.
2- Reptile: cold-blooded creature covered in scales and usually with a long tail or possibly wings.
3- Avian: creature whose body is mainly or entirely covered in feathers and generally can fly.
4- Insectoid: creature whose body is comprised of exoskeletal segments and possesses mandibles.
5- Aquatic: fish-like creature that swims about the water.
6- Xenoform: strange creatures, such as cephalopods and other invertebrates, like slugs or octopods.
This may be rolled twice for each creature; if the same result is rolled again, this means that this particular quality is especially notable. For example; rolling Armored twice means the creature is incredibly dense and very hard to kill!
1- Armored: the creature has thick skin or armored plates, making it more resistant to physical harm.
2- Magical: the creature possesses magical abilities.
3- Psionic: the creature possesses mentalic abilities.
4- Swarm: the creature is actually comprised of many tiny creatures.
5- Resistant: the creature is resistant to magical or mentalic attacks.
6- Repulsive: the creature is either frightening to look upon, emits a toxin, a stench, or is venomous.
After each category description is a dice roll, which represents how many are encountered for a typical 4-member adventuring party. Below each description is also a list of basic attribute generation rolls.
1 Minion: very weak enemy with much lower stats than the party’s. (4d encountered)
ST: 2d, DX: 2d, IQ: 2d, HT: 2d, HP: (only 1 HP),
FT: normal, Wil: normal, Per: normal, DR: normal.
2 Cohort: weak enemy with lower stats than the party’s. (3d encountered)
ST: 2d, DX: 2d, IQ: 2d, HT: 2d, HP: normal,
FT: normal, Wil: normal, Per: normal, DR: normal.
3-4 Normal: average enemy with stats generally on par with the party’s. (2d encountered)
ST: 3d, DX: 3d, IQ: 3d, HT: 3d, HP: +1d,
FT: +1d, Wil: normal, Per: normal, DR: normal.
5 Boss: strong enemy with stats that are greater than the party’s. (1d encountered)
ST: 4d, DX: 3d, IQ: 3d, HT: 4d, HP: +2d,
FT: +2d, Wil: normal, Per: normal, DR: +1d.
6 Master: very strong enemy with stats that are much greater than the party’s. (1 encountered)
ST: 6d, DX: 3d, IQ: 3d, HT: 6d, HP: +4d,
FT: +4d, Wil: normal, Per: normal, DR: +2d.