Mercule
Adventurer
I'll go against the grain on this one.
In all fairness, I've only played GURPS once. It's also been a decade, so I'm mostly left with a vagueness that it sucked rather than specifics. Take my opinion with that in mind.
I was invited to join a group of gamers running a fantasy GURPS game. I did a bit of checking and the DM was well known in the local gaming community and _very_ well regarded.
So, I popped in an hour early for the session and made up a character. Now, one of the reasons I DM a lot is that I just plain enjoy making up characters. Have in pretty much any system I've ever played: D&D, Traveler, Cyberpunk 2020, Shadowrun, Wild West, Aria, Hero, etc. I enjoy that part almost as much as actually playing. Making up a GURPS character was a distinctly unpleasant experience. Oh, well -- maybe it was just rushed.
Well, play-time comes. My character is introduced. The PCs all seem pretty cool. We intereact for a bit. Yup, this DM has a pretty cool world and plot in motion. Awesome. So we head back into the dungeon. This is where things really began to suck. The basic 3d6 v. target number mechanic is pretty easy to understand. But when it comes time to actually roll dice, the game just went to pot.
I can't explain it, but the next 3 hours were probably the worst gaming experience I've ever had. Considering I went through the orignal ToEE with 24 players, 12 of whom were drunk out of their minds, that's pretty bad (3 hours to get from Hommlet to the _entrance_ to the Moathouse).
My advice, if you want a generic system, is to pick up Hero. The rule book reads like a dictionary, but it's a much better system than GURPS. I haven't picked up the 5th edition (no place in town sells it *sigh*), but I've been told that the rules are even more well-balanced.
In all fairness, I've only played GURPS once. It's also been a decade, so I'm mostly left with a vagueness that it sucked rather than specifics. Take my opinion with that in mind.
I was invited to join a group of gamers running a fantasy GURPS game. I did a bit of checking and the DM was well known in the local gaming community and _very_ well regarded.
So, I popped in an hour early for the session and made up a character. Now, one of the reasons I DM a lot is that I just plain enjoy making up characters. Have in pretty much any system I've ever played: D&D, Traveler, Cyberpunk 2020, Shadowrun, Wild West, Aria, Hero, etc. I enjoy that part almost as much as actually playing. Making up a GURPS character was a distinctly unpleasant experience. Oh, well -- maybe it was just rushed.
Well, play-time comes. My character is introduced. The PCs all seem pretty cool. We intereact for a bit. Yup, this DM has a pretty cool world and plot in motion. Awesome. So we head back into the dungeon. This is where things really began to suck. The basic 3d6 v. target number mechanic is pretty easy to understand. But when it comes time to actually roll dice, the game just went to pot.
I can't explain it, but the next 3 hours were probably the worst gaming experience I've ever had. Considering I went through the orignal ToEE with 24 players, 12 of whom were drunk out of their minds, that's pretty bad (3 hours to get from Hommlet to the _entrance_ to the Moathouse).
My advice, if you want a generic system, is to pick up Hero. The rule book reads like a dictionary, but it's a much better system than GURPS. I haven't picked up the 5th edition (no place in town sells it *sigh*), but I've been told that the rules are even more well-balanced.