Psion said:
GURPS has a pretty gritty feel to it, even when it tries not to.
i agree. i wish GURPS would embrace more cinematic stuff, even if it's all compartmentalized into its own sourcebook. (GURPS Action Theatre! yeah!)
Yes, Virginia, min/maxing is much more a GURPS trait that a D&D trait IME, and the system rewards polymaths and gives way to many points for disads, resulting in bizarre characters. It takes a lot of GM handholding to come up with a reasonable group IMO.
i'd have to agree with Bryon -- i've seen
way more min/maxing in 3 years of 3e than i did in 10 years of GURPS. but that's purely anecdotal evidence.
i agree that it rewards polymaths -- the geometric skill costs make it easier to pick up new skills than specialize in a core few. Dexterity and Intelligence are too cheap for what they provide in skill bonuses.
i don't agree with disads giving too many points. in most "standard" GURPS settings, characters have 40 points in disads. that's generally 3-5 moderate disadvantages. (example: a typical "paladin": Honesty, Truthfulness, Code of Honor, Sense of Duty (to religion). that would fill the character's 40 points right there. i think the HERO system has a much worse problem with the "albino one-eyed hemophiliac klepto" straw-man that many GURPS detractors trot out when disads come up in discussion. though that argument is really a straw-man in HERO as well.) i didn't typically see too many truly bizarre characters in GURPS. (well, except for Dylan's psychotic kobold with a God-complex...

) (GURPS Supers is a different story -- at that point-level, characters are supposed to pick up a lot more disads for some reason...)
It does not handle cinematic and high power settings well. GURPS Supers is a joke, and the GURPS Fantasy line of products is amongst the worst I have ever experienced.
i tend to agree. even when i'd play GURPS for every other genre, i'd use HERO for supers. (though now i use M&M!) i think the main problem with GURPS Supers is that a lot of the point costs are just off. IIRC, being able to Absorb damage and use it to boost your own powers was slightly cheaper than Armor that just deflected the damage.
Claws are 15 points -- i add +2 damage in unarmed combat! now my punch does 1d6+2 damage!
High Technology (+1 Tech Level) is 25 points -- i can now get a rocket carbine that does 8d6 damage and divides your armor's effectiveness in half!

(yes, this is a straw-man argument, too. no self-respecting GM is going to let a Supers character get away with buying tech levels -- even though it's given as an advantage in the book.)
OTOH, i kinda like Yrth (the setting of GURPS Fantasy). it's got an interesting history and backdrop. the GURPS Magic rules leave a lot to be desired IMO (though using SJRoss' UMana rules makes up for a lot), but the setting was kinda neat.
GURPS strength is its sourcebooks. It has a lot of well researched sourcebooks. It also isn't too bad a system to use if you want something fairly gritty like hard sci-fi.
you'll get no argument from me here. even though i don't play GURPS anymore, i still collect GURPS books. however, i think it's way
too gritty for an extended hard SF campaign -- with handweapons whose minimum damage will slag a normal human in one shot, it can be hard to keep PCs alive for long.
i was in a GURPS SF campaign for about a year and a half. we only averaged one combat every three or four sessions, and i still think my character nearly died four or five times. thank goodness for TL11 medical technology, though! (we actually did have one PC who died and came back as a forced-growth clone with downloaded memories -- and didn't realize it for something like
nine years game-time... was quite a shocker at the climax of the campaign. "Hey Bernie, remember that time about nine years when you had to be hospitalized after your nearly fatal encounter with the biotech alien?" "Yeah?" "well, it wasn't really a
nearly fatal encounter...

)