Discworld Roleplaying Game

GURPS Discworld · Discworld RPG

Discworld Roleplaying Game

Discworld Roleplaying Game immerses you in Terry Pratchett’s sideways fantasy, where satire, folklore, and heartfelt comedy coexist. You might patrol Ankh-Morpork with the Watch, outsmart guild politics, learn hedge witchcraft in Lancre, or navigate the Unseen University bureaucracy. It's beloved for rewarding clever ideas, wordplay, and unlikely heroics. A professional Game Master tailors the tone to your group, ranging from madcap farce to warm small-town tales, always allowing for character moments.

At the table, it feels like a quick-witted ensemble comedy. Scenes shift from banter to clue-chasing to harebrained schemes, with the GM creating opportunities for satire and heart. Beginners are welcome, including children and mixed-experience groups, while longtime fans will spot extra jokes. Ideal for birthday groups, teams, or veterans looking for a lighter experience between heavier campaigns. Browse available Game Masters to find a voice that suits your humour.

How to play Discworld Roleplaying Game

Powered by GURPS, the core is straightforward. Roll three six-sided dice, add them up, and try to meet or come in under a target number from your skill or attribute. Lower is better, and the margin by which you succeed or fail shapes what happens. On your turn, you state what you want, the GM sets any situational modifiers, you roll, and together you describe the result in Discworld flavour.

You bring a clear character idea, such as a Watch recruit, small-town witch, guild fixer, or wizard’s apprentice. No setting homework is needed. The GM provides guidance, colourful NPCs, clues, and pacing, plus prebuilt characters for one-shots if you prefer. Expect safety tools, gentle rules coaching, and props like simple maps or handouts so kids and first-timers feel comfortable, while veterans can lean into tactics and investigation.

In a one-shot, your group tackles a focused caper or mystery in 3 to 4 hours with a strong opening, a middle full of twists, and a satisfying payoff. A campaign builds a recurring cast and running jokes, with growth in skills, contacts, and reputation, and consequences that return later. Play in person or online, with a GM who can run on popular virtual tabletops. See options in online play.

A detailed painted game miniature of a tabaxi character leaping with a knife, designed for role-playing game adventures.
A detailed painted game miniature of a tabaxi character leaping with a knife, designed for role-playing game adventures.
Players having fun at a Dungeons & Dragons game, role-playing with elf ears and excitement
Players having fun at a Dungeons & Dragons game, role-playing with elf ears and excitement

Common questions

Can newcomers join longtime Discworld fans in play?

Yes. You don’t need to be familiar with the novels. A professional Game Master provides a quick overview of the city, the guilds, and the behaviour of witches and wizards. Jokes will land even if you miss the references. Fans will still discover layers to enjoy. Rules are explained at the table. You concentrate on describing what your character attempts, engaging with people, and following clues. The GM maintains a light pace so that both veterans and newcomers get their moment in the spotlight without anyone feeling out of their depth.

Which edition will our Dungeon Master use?

By default, our Game Masters run the Discworld Roleplaying Game published in 2016 by Steve Jackson Games. It is based on GURPS Fourth Edition under the hood. If you prefer the older GURPS Discworld or GURPS Discworld Also material, please mention it when you book. Most differences are on the GM side, such as character templates and spells. For players, the feel remains the same, with familiar locations, careers, and tone. The GM will tailor options to your group’s experience and the story you wish to tell.

How does this differ from D&D?

Discworld games focus on wit, investigation, and social intricacies rather than dungeon maps and lengthy battles. Your decisions regarding contacts, reputation, and clever strategies often hold more weight than the size of your sword. Conflicts do occur, but they are quick, perilous, and frequently settled by a clever remark or a poor plan. Magic is less common and more unpredictable, with consequences that can become part of the humour or the storyline. Progress involves acquiring skills, forming alliances, and building a reputation in the city, the coven, or the guild.

What types of characters and species can we play?

Choose roles that are unmistakably Discworld. City Watch recruits and veterans. Witches from the hills. Wizards and apprentices. Guild fixers, thieves, assassins with codes of conduct, or seamstresses with sharp wits. Reporters at The Times, alchemists, or clerks who are well-versed in the paperwork. Species are flexible too, including humans, dwarfs, trolls, werewolves, or diet-conscious vampires. The GM can utilise templates to help you create quickly while remaining true to the setting’s tone. You can also opt for a shared concept, such as a Watch patrol, a Lancre coven, or a guild crew.

How do magic and witchcraft function in play?

Witchcraft revolves around headology, common sense, and small charms. You change minds, mend hurts, and keep the village running, often with a cup of tea and a knowing glance. Wizardry is more formal and academic. Spells do exist, but preparation, research, and side effects are important. Big, flashy magic is uncommon and story-shaping, rather than a standard combat tool. You can also explore alchemy, devices, or religious themes when they suit your character. A professional Game Master will assist you in selecting tools that enhance the tone you desire, from gentle folk magic to chaotic university antics.

How serious or light-hearted can our session be?

You set the tone. Some groups prefer a cosy mystery with dry humour and positive outcomes. Others enjoy frantic capers, wordplay, and bureaucracy gone awry. A professional Game Master will check in with you about the tone before play and guide scenes accordingly, using safety tools to ensure everyone feels comfortable. If you have a particular vibe in mind, select a GM whose style aligns with it, whether that's investigative, comedic, or character-driven. You can compare options on GM playstyles and then book the person who best fits your group.

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Genres you can play in Discworld Roleplaying Game

  • Comedy

    Light-hearted adventures where the punchline is just as important as the plot. Imagine the energy of Monty Python and the Holy Grail at the…

    View genre: Comedy
  • Mystery

    Follow the clues, construct timelines, and apprehend the culprit. Think Knives Out, but you are the detective, assembling alibis and…

    View genre: Mystery
  • Crime

    Pull off a clever heist, track down a killer, or navigate the mob's code. Crime games balance strategy, pressure, and morally ambiguous…

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  • Heist

    Gather the team, scout the target, and execute the heist. Picture Ocean's Eleven, complete with ingenious strategies, skilled roles, narrow…

    View genre: Heist
  • Folklore

    Fireside stories brought to life, featuring village gossip, fey deals, river spirits, and ancient paths at twilight, reminiscent of The…

    View genre: Folklore
  • Whimsical

    A whimsical fantasy where logic takes a tea break and kindness is the answer to every problem. Imagine Alice in Wonderland, filled with…

    View genre: Whimsical

What players have to say

  • Tom was brilliant! He was really great with the kids and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The children asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did an excellent job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a significant portion of the adventure time doing unnecessary things because we didn't fully understand how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but see it as honest criticism. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I really appreciated how he could clearly explain what was needed from our less experienced players while keeping our more seasoned players on their toes with his deep knowledge of the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided a brilliant experience. Thanks!

    Casey

    The Merry Meeple

  • The game was really engaging. I got a game as a present for my boyfriend, who is very keen on it, and he was very pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • Baptiste was an excellent GM who adapted well to our group and helped us progress in this one-shot. However, there was one issue with the character sheets provided, as they were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells, including a healing spell, even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left the game saying it was the most fun they’d ever had, and my daughter wanted to sign up for another session with her straight away. She was friendly, and her approach let the players fully immerse themselves in the game by giving them control over how they wanted their actions to unfold. I would definitely work with her again.

    John

  • A nice and clear first experience with D&D. Amber was able to explain and guide the game effectively, allowing us as players to quickly get into the flow and focus on the story. Collaborating with my colleagues to devise attack routes was an enjoyable activity and provided great insights into each other's characters, thought processes, and differences. Overall, I found it to be a very enjoyable session.

    Jens

    Triodos Bank N.V.

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