Tabletop Game: GURPS Settings

The GURPS roleplaying system can potentially be used to roleplay in any setting, but you'll probably have an easier time of it if someone else has done the work of deciding how to apply the GURPS rules to simulate the various facets of the setting. This is the domain of one type of sourcebook; the setting book.

Steve Jackson Games has itself published more than 200 GURPS sourcebooks. Most of these are for the outdated third edition rules; you can find them here. It's possible to use many of these sourcebooks in the fourth edition with only minor modifications. Major new sourcebooks (High-Tech, Magic, etc.) likely have new versions of the material in the old books; to adapt the old sourcebooks' advice on making characters, refer to GURPS Update. The following lists are not comprehensive, and the company may publish new books for the line whenever they choose.

Popular original worldbooks from the third edition include:

3rd edition GURPS licensed adaptation worldbooks include:

There were also a large number of historical or semi-historical setting books, covering topics from Dinosaurs to World War II.

Licensed 3rd edition GURPS adaptations of other roleplaying games include:

The 4th edition of GURPS has a number of worldbooks, some of them relatively short PDF publications, including but by no means limited to the following:
  • Age of Gold (Pulp-era superheroes empowered by returned magic)
  • Alchemical Baroque (A Fairy Tale fantasy world with a dash of Clockpunk)
  • Banestorm
  • Casey and Andy
  • Hot Spots: Renaissance Florence and Constantinople, 527-1204 AD (Historical settings)
  • Infinite Worlds (A GURPS-exclusive multiverse, with something of a Fantasy Kitchen Sink flavor in places; the direct successor to GURPS Time Travel, which covered alternate histories, and also to the GURPS Alternate Earths books, as the worlds covered there are all part of said multiverse)
  • Lands Out of Time (Cinematic adventuring with dinosaurs)
  • Madness Dossier (A modern-day horror setting of unreliable perceptions, memetic warfare, hideous monsters, and moral ambiguity)
  • Prime Directive, by Amarillo Design Bureau (A Star Trek/Star Fleet Battles worldbook)
  • Reign of Steel: Will to Live (A conversion guide for the 3rd edition supplement elaborate enough to serve as its own rulebook)
  • SEALs in Vietnam (Another historical setting)
  • Tales Of The Solar Patrol (An SF setting in classic Space Opera mode)
  • Transhuman Space: Changing Times (A conversion guide like Will to Live and also a "GM's Guide" to the setting)
  • Traveller: Interstellar Wars. The Intersteller Wars are one of the most important periods in Traveller history, but had not previously been covered in detail.note 
  • Vorkosigan Saga
  • A second edition of the Discworld Role Playing Game has also been announced, bringing the game into line with the 4th edition GURPS rules as well as updating the background data to match more recent novels in the series.

With Fourth Edition, Steve Jackson Games has chosen to focus more on "genre books" than worldbooks. The advice and rules in these books can be applied to any setting in its genre, and each book comes with advice on applying its rules to various subgenres.
  • Action
  • Bio-Tech
  • Creatures of the Night (Weird creatures)
  • Dragons (Actually a 3rd edition supplement, but with conversion notes in an appendix)
  • Dungeon Fantasy (Rules and advice for games ŗ la Dungeons & Dragons)
  • Fantasy
  • Gun Fu
  • Horror
  • High-Tech ("The gun book")
  • Low-Tech (Gear from the Stone Age to the Age of Sail)
  • Magic (An expansion on the magic system from Basic Set, with many many spells
  • Martial Arts (Expands the tactical combat system to allow for more tactical depth and action)
  • Monster Hunters
  • Mysteries
  • Powers (Replaces the very short Psionics chapter from the Basic Set with a more detailed way of constructing superpowers; adds six new crazy-powerful advantages appropriate for superheroes; adds tons of new modifiers for advantages and disadvantages; and gives usage advice on all of the above)
  • Psionic Powers
  • Space
  • Spaceships
  • Supers (As in superheroes)
  • Thaumatology (Covering magic systems of all sorts)
  • Ultra-Tech (All manner of Applied Phlebotinum)