Showing posts with label travel. Show all posts
Showing posts with label travel. Show all posts

Monday, March 16, 2026

GURPS: Travel Bag

When I am building a travel bag for GURPS, something I can keep packed and quickly grab should I need to travel, my first thought is to share my laptop bag with the books. My gaming laptop and tablet should fit here, along with the core GURPS books I will be using: the GURPS softcover Characters and Campaign books. The tablet will be for most of the other PDFs, and the laptop will have my character sheet programs. I will also have pencils, paper, erasers, a journal, and dice here. My chargers and power supply will also be along for the ride.

GURPS is one of those games where I could say, "All you need are the two core books, and that is decades of play." This is really all you need to travel. There is no need to haul around a dozen books if you have the PDFs, and having the corebooks in a bag is all you need to do most anything.

Forget 5E and all these other games, Kickstarters, and endless promises made by YouTubers.

GURPS is all you need.

The corebooks are handy if you are in a hotel room and want to take a break from a screen, holding something real and tangible in your hands. When you are in a hotel, just the feel of a book in your hands and some dice can bring you back home with that tactile feeling in your fingers, in a world where little is real. To have a piece of home in your hands is an indescribable feeling, bringing you back to places you miss and want to be again. The cold, hard feel of dice in your hands, with the adventures these cubes can unlock with a story and a few rolls, is powerful.

Nothing beats a real book.

If you have a tablet, is there really a need for other books? If I were playing with others, I would definitely include a second Character's softcover book in the bag, just to use as the table copy. I don't think there's much need for other GURPS books with a tablet, unless this is something like one of the "tech" books that could also serve as a reference guide. Plus, if you are talking about a gaming laptop, that is already a lot of weight, and adding more books would make this bag far too heavy.


I recently had to stay in hotels and carried my Cepheus books in a mini-tablet bag. They were nice to have, but I missed GURPS dearly. I also would have played more if I had GURPS with me, as the Cepheus books, while fun, were not as compelling to me as a full GURPS game.

GURPS makes you want to play the game and experience it. The immersion factor in GURPS is super high and addictive. I can entertain myself for hours with GURPS; in other games, they are lucky to last 30 minutes to an hour, at best. When you are bored in a hotel room looking for distractions, GURPS will give you much more entertainment per hour than the alternatives. Some of the rules-light games are not as compelling as a full game, and you will end up ignoring them for other distractions.

A 2d6 game? No self-control rolls, no designing characters, no disadvantages, and no immersive feeling. You roll a random person, and go through random situations. GURPS feels closer to me, like my investment in designing a character and accepting their drawbacks is a big buy-in. While I can dismiss a 2d6 game, I can't dismiss GURPS as easily.

GURPS is hard to ignore if you have it ready to go. This is a game that begs to be played.

One issue with the Cepheus games is that they are still pretty genre-dependent. One is needed for Fantasy, another for science fiction, another for the Old West, another for Noir, another for pulp adventure, and all of a sudden, I need two mini-tablet bags instead of one. One little mini-tablet bag with an extra digest-sized book is fine, two get to be very clumsy, and I need to rethink my bags and games. These are great games, fun and fast, but they begin to get bulky after a few books on different genres.

Two mini-tablet bags? Now I am getting looks as I walk through the hotel lobby. Put the GURPS books in my laptop bag, grab a full-sized tablet, and ditch the mini tablet.

If I wanted flexibility to play any genre, GURPS is the better choice than the 2d6 games, even with full-sized books. With one genre, the 2d6 games are lighter and easier to carry. With GURPS, you get any universe in two books. For a little extra size and weight, you are getting any universe you can imagine.

If the gaming laptop isn't needed, or you carry it in another bag (or backpack), then you have a little more weight to play with. Then again, measure your total carried load, and make sure the size and number of bags you carry for clothes, computers, toiletries, pills, and other daily needs are sufficient, and that you can also carry the dirty laundry you will generate daily (which is heavier due to moisture).

Many jobs require a dedicated work laptop, so you may find yourself carrying around two computers, plus a tablet, and a thin-and-light option becomes a must-have for your personal device. Also, remember that devices need to lie flat in airport bins, so you may find yourself with two or three bins for devices, plus another bin for the backpack, and another for the carry-on bag, and you will be unpacking and repacking all of that in the security check-in line.

If you travel enough, you may want to practice your packing and unpacking procedures to ensure you can do them quickly and without mistakes in a mad rush.

A good tablet with a large screen for PDFs is a good addition to the bag. It doesn't have to be expensive; just make sure it has enough local storage for the PDFs you want and a large screen for easier reading. The local storage and preloading of the library are good ideas, since hotel Wi-Fi and even 5G connectivity are never 100%. I had a hotel block the 5G signals, and I was stuck on LTE, which was impossibly slow. Preload that GURPS library at home, and if you are converting another system, grab those PDFs for reference as well.

The above case is water-resistant, but that is a lot different than waterproof. In the desert, I am not too worried about water, but if I were in a wetter climate, I would definitely switch to waterproof if I were carrying books and forced to use mass transit, where long walks in the rain would be possible.

The question arises: if I were carrying other books, what would they be? If I were doing a conversion game and using a version of the Cepheus rules for my starship combat, planetary generation, trading, and vehicle design systems, that would be a good book to take along. Where GURPS gives me the "ground rules," the other game provides the "added systems" and "flavor" of the setting without adding too much weight to my case. Having this as a reference guide to pull a weapon list from or flip through to design a starship would be nice, without having to load a PDF onto my tablet, so I can keep GURPS Space open on it.

GURPS will run the game engine, but some of these other books will provide the extra bits. GURPS can be converted to a 2d6 system's skills easily:

  • GURPS 3-6: -4
  • GURPS 7-9: -2
  • GURPS 10-12: +0
  • GURPS 13-15: +1
  • GURPS 16-17: +2
  • GURPS 18-19: +3
  • GURPS 20-21: +4
  • GURPS 22-24: +5
  • GURPS 25+: +6

Using a chart like this, you can run Cepheus ship combats using those rules while keeping your characters in GURPS. There are times I want to keep the original game's mech, ship, or vehicle combat systems since those games work so well or have a great style and flavor on their own (Car Wars, Battetech, Traveller/Cehpeus, etc.), and there is no point in converting everything into GURPS. This way, I can take my GURPS character, throw them in an OG Car Wars game (the one with the counters and 1/4" grid), have a Gunner/Machine Guns skill of 16-minus, and say that is a +2 to-hit in my 2d6 Car Wars game with that double MG turret.

I get the best of both worlds with minimal conversions. Why give up decades of great vehicle designs, the entire design system in Car Wars, all of the maps, and the incredible game of 2d6 Car Wars for a forced conversion into GURPS? Sure, it is more detailed and realistic, but I grew up playing OG Car Wars in summer games lasting days.

Similarly, if you had a favorite campaign setting book, such as the original (TSR-era) Forgotten Realms guides, with all the locations and NPCs, those are also very useful to carry if you are going to use them, and they form the core of your campaign. You will have a few "personal favorite" books that are either information-heavy or give you "campaign reference" and will be must-haves.

And the above book was taken out of print again. These legacy reprints are being sold on a scarcity model, and it sucks. This is no longer about game preservation; it is about profits. Why do I even bother? Just play GURPS and make up your own setting.

A copy of Basic Fantasy for a few reference bits on fantasy gear, magic items, monsters, and costs is handy, too. It is light and offers inspiration, so it goes in the bag. Converting between BX systems and GURPS is super simple, and this gives me a lot of data to pull from for a quick fantasy game.

One nice thing about a GURPS bug-out bag is that you don't have a shelf-full of 5E books nearby begging you to "play me, we're official!" If all you have is a Forgotten Realms Campaign Guide and your GURPS corebooks, that is what you are playing. You have a clarity of purpose and gaming the fewer books you have. You also lose a lot of distractions from junk hardcovers sitting on shelves, boutique versions of 5E screaming to be played with, and all sorts of other fantasy heartbreaker systems you don't really need and end up letting you down.

With fewer books, you have only GURPS, and with just the best setting guides and reference books in your bag, you stay focused and happier with your gaming. Less is more.

Books like Ultra Tech, High Tech, the bestiaries, and any of the more "data-focused" GURPS books would also be nice to take along. If they have a chance of being needed as a "pass-around reference" or to flip open and grab a few numbers from, that is also a good reason to pay a little extra in weight to have that available at any time, rather than needing to open the PDF and search. I can flip to a page by hand much faster than a PDF search can find something, and you multiply that by the number of times per game you need to do these references. All this is very campaign-dependent; if you are not playing science fiction, you won't need the books, and another book may be a better option.

The GURPS Dungeon Fantasy books are very small and light, and are a complete GURPS implementation if you are playing fantasy. You don't need the entire boxed set; just the books are a very lightweight, fantasy-focused version of the game. If all you want is a lightweight fantasy game, these books are ideal, give you a focused GURPS experience, and won't add much weight to a bug-out bag.

Then again, weigh the GURPS core books, which can do any setting, against the fantasy-only Dungeon Fantasy, and decide here. If you only play fantasy, go Dungeon Fantasy. If you want to play a wider variety of genres, the core GURPS books will be a better use of the space they carry. Every pound matters!

I wish we had the core Dungeon Fantasy game books in a soft or hardcover, without the box pieces, just as a "gaming on the go" guide. If the companions could be collected, or even the other twenty or so "GURPS Dungeon Fantasy" PDFs printed in softcover books meant for the core GURPS game, all the better. All you need to do is collect these together and print them PoD, Steve Jackson Games! I would buy them!

Fantasy, without Dungeon Fantasy? Then we start wanting a few more books in our bag, such as GURPS Fantasy, GURPS Magic, GURPS Thaumatology, GURPS Powers, and a few of the bestiaries. Once you start adding support books, the weight of your bag adds up, and you are hauling around a library. You will have a lot of flexibility, but some of these are better suited to a PDF reference than to carrying a shelf of books around on your already sore shoulder.

GURPS Powers needs a special callout here. This is a highly useful book if you need a special power and want all the rules in one place. This is one I would consider carrying around like a tech book, and it is great for fantasy, sci-fi, horror, and many other campaign types.

A similar thing may happen with science fiction, and you find yourself hauling around pounds of books that are better suited for PDF reference. If it's just one or two, then fine, they are worth the weight. But you need to be choosy and ask yourself if the extra pounds are justified. If it is a book on equipment, a bestiary, a power book, character design, or another book you will need to open up multiple times per game, consider carrying it around to speed up play. If it is a referee-focused book more for creating campaign worlds, it is better suited as a PDF for reading on a tablet.

Speed-of-play and frequently referenced books are the ones you should be hauling around. Everything else can live on the tablet.

Monday, March 2, 2026

GURPS: Fix My Game!

"Please, GURPS, fix this game!"

The Starfinder discussion is fun. Yes, the 3.5E rules are not really ideal for science fiction, and the long lists of leveled weapons, like they were some World of Warcraft list of weapons tied to levels, are just nauseating to a simulation gamer. I love the world, the races, and the whole magic-meets-sci-fi vibe. The neon looks and classic fantasy races in a modern setting give me a strong Shadowrun feeling.

I, too, have done this. Back before GURPS, Aftermath was our "fix it" game, one we would convert everything into to finally settle in and enjoy the setting. There was a short time when this game was Champions; we did that, but GURPS is much better for character creation and bases everything on that "zero-level human" baseline, so everything is easy.

Today, my "fix it" game is GURPS, and there are very few other alternatives.

The zero-point GURPS starting character still works in the game, quite well, actually. You do not need to mod them very much to get a "mook" in any adventure, a goblin with a sword and a few levels of skill, a guard with a gun and some ranged weapons skill, and it goes on and on.

Some settings are so good, and the rules so insanely different from what you are used to, that you reach a point where you grab GURPS and let the best tool in your toolbox do its magic. I have experienced this with Shadowrun, Battletech, Star Trek, Star Wars, Starfinder, Star Frontiers, and many others. Even if I ended up still using the original game's miniature game (Battletech, Knight Hawks, Traveller's ship combat), I would still play the man-to-man parts with GURPS, and just find a way to convert the skill levels into what the board game needed, or just swap out the skill rolls for GURPS.

Some games feel better in GURPS. Traveller is a huge one, with the universe instantly feeling "real" to many, where the 2d6 system feels a few levels too abstract to engage me on that "deeper simulation" level. I would rather sit in a Traveller starport bar with a full rack of GURPS social skills, a full set of social advantages and disadvantages, and have all these options than just make a 2d6 Carousing roll at a DM-2.

I feel I am inside that starport bar when I am playing GURPS. I can almost smell the smoke, weave my way through crowds, have my eyes adjust to the light, and taste the grit in the air. I am in that moment and paying attention, and a pocket pistol hidden in this crowd could mean my end. But there are worse things than combat and death in GURPS; the game was still designed in an era when failures could have serious consequences beyond death.

Did you sneak in an outlawed weapon into this higher law-level world? Start playing Renegade by Styx, please, and please don't make me play a GTA-like chase-and-battle through the streets (again). If your character is caught, please roll a new character, since that one will be serving a hard time for a few four-year terms, or longer. I've had groups quit on me when I enforced the long arm of the law on the BS their characters pulled, but they always came back to play more.

Not true in 5E these days, someone is going to throw an X on me and retcon it all. They will play through a few hours of chase, hate the story's Reservoir Dogs ending, and X me. Four hours of the group's time will have been wasted because someone wants to load from a save point. You wait, "save points" will become a thing in the next D&D or zeitgeist of modern gaming. There is already one game with these "save crystals" built into it, and I forget which one, since I was horrified at the prospect.

"It was fun until there were consequences to our actions..."

Traveller in a 5E-like system? Forget it, my brain turns off, and I lean on my passive skills to make the referee do all the work for me. Passive carousing? Sure, put the game on automatic play mode and just read me a story, please. I pre-designed my character to have the highest levels of passive carousing and perception, so I can just sit here on my phone and treat the entire group and story as "second screen entertainment."

I am beginning to see 5E as the death of roleplaying, and the introduction of "one-button mechanics" to pen-and-paper gaming, like the infamous World of Warcraft one-button mode. And it is not even 5E's fault. It is just the most popular system, and it keeps attracting all these terrible ideas and gimmick-de-jeur design tricks from designers who want mobile games and know nothing about the hobby's history.

There were always consequences to actions in my games. This is the "safe sandbox" of roleplaying where we could live out dangerous fantasies through imaginary characters (and not ourselves).

The removal of the need to engage with the world and the social environment kills many games for me. I was forced into hotels for a week with 2d6 games (a water leak), and while they were fun on a gamist level, my characters felt like racks of uninteresting numbers who were just "rolling through the random charts" included with the game. I still love the 2d6 games, since they are perfect "gaming on the go," but I missed my GURPS books dearly.

I would have gotten more out of that trip with just my two full-sized GURPS books in a laptop bag, and a GURPS Character Sheet app on my laptop. Seriously, I have this feeling GURPS will "travel better" than most any other game since it does so much with just the core books. With the 2d6 games, I need several of them just to cover a tenth of the genres GURPS covers by default, and the bulk and weight of the digest-sized books begin to add up.

"On the metal," GURPS gaming, limited to just the two core books, is a better experience than most other games, which start to add up serious weight when hauling half a library around. Forget even taking 5E on the go, even with just the corebooks. You are talking D&D at 7.5 pounds versus GURPS at 1.5 pounds, five times less. When hauling bags into a hotel and around an airport, that five pounds is a huge difference, and if I choose to go up to 7.5 pounds, that is a lot of GURPS sourcebooks I can throw in my bag, at least the best dozen softcovers. At ten pounds, that is practically the entire core GURPS library of must-have books.

I could put together a GURPS "bug out bag" with my softcovers and some dice, and have a good time wherever I go. Then again, PDFs are zero weight, but nothing beats having the books. There are times in the hotel when the tablet and phone go off, and all I want is a real book in my hands with words on the page.

As for Starfinder, yes, GURPS is a "fix this" game. The rules are all over the place, the 3.5E whiff-happy system is not the best suited for freewheeling space adventure (I know about the PF2E version), and the leveled upgrades are too much of a video game for me. The damage is far too low for the low-level items, and I don't feel the danger. I get to enjoy the setting without any of the rules' problems, and that holds true for many games.

When I convert it to GURPS, it feels real. The rules work. There is a logical consistency to everything. If the setting doesn't hold me, then that is not the game's fault. Some games are admittedly more of the setting than the game, and Shadowrun is one of them.

GURPS will show you quickly if the setting is lacking, and interest will wane as there is "nothing there" to hold people in the game and compel them to "stick around." I suspect part of the appeal of Starfinder is the "level up game," which goes away once the lists of leveled gear are gone, and you are left there with the races, factions, and conflicts - minus the lists of leveled toys.

If people lose interest in your GURPS conversion, it could be that the setting never held them there in the first place, and the game was more about the rules than the world it was set in.

Battletech is in the same boat. The miniature battle game is great, but the official role-playing game is sort of weak and not well supported. I get transported "into the world" with my GURPS mech-warrior, and things at the lowest levels of play matter a great deal.

GURPS is a "game fixer" along with a "setting repair kit."