
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.




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.
Booking Form
Sent!
Nat 1, give it another go!
Please try again or email info@storyforgers.ie