innerdude
Legend
One of my favourite campaigns ever, we started out as 25-point normal people impressed into the British army in 1752 and shipped out to a new colony port - Saint John, Newfoundland.
After a few traditional mundane adventures, we encountered a witch, then time travellers, cyborgs, a mecha-kraken, a t-rex while each of us discovered 100 points in cinematic/supernatural abilities tied to our characters' personalities - Gunslinger, Gadgeteer, Regeneration, regrowing limbs, Doctor Who-type regeneration, snatching items out of nothing, etc. and a time machine of our own.
And this is basically anathema to my entire concept of why I roleplay. I absolutely despise genre-mash / RIFTS / "Infinite Worlds" style settings, for much the same reasons I despise plane-hopping / planar adventuring in D&D---because you never really know the "rules" of the world, and as such, I can never clearly picture how my character would be interacting/reacting to what's going on around them.
And this is a huuuuuuuuuuge problem in our current campaign, and GURPS isn't helping. For example, I have absolutely zero concept of how weapon damage and related defenses scale in our campaign.
Why?
Because I have absolutely no desire, zero, zip, zilch, none, to spend hours of my life poring over GURPS Ultratech and Sci-Fi just so I can figure out which TL-9 or TL-10 armor I'm supposed to be wearing. I just don't give a crap. That's not why I roleplay. But in context of the gameworld that is presupposed by the GURPS rules, my character would probably have to care about it, even though I, in the real world, don't want to spend a single second thinking about it.