pawsplay
Hero
Unless there's some great set of 2e Psionics that I don't know about? There could possibly be a hack out there. Really, I never had too many problems with psionics "back in the day", but I have a feeling this is because I used to be a very heavy-handed GM and would just ignore flagrant abuses.
.... well.... Mayfair put out some products under the Role-Aids brand a while back. One of them was a very decent set of Psionics rules.
I've never played GURPS, but from what I understand, it's a very "buildy" game. And while I don't mind buildy games, I want my non-buildy players to be able to make PCs and go and still be able to play the same game as the build-oriented players.
I'm not sure what you mean by "buildy." It's possible to spend a lot of time fiddling with advantages and such, but the SOP for building a GURPS character is to use a template, or set some key values for skills and Attributes, then use your remaining points to grab some secondary skills and fill out your background and unique traits.
How does the game actually play out? I've never really heard too many play experiences of the game... sort of like Traveller, to be honest. What is GURPS like in play? And how much could I reasonably expect to pay to get started?
The play really depends. How many points? What are the players expected to spend the points on? What optional rules? Basic combat system, or Advanced options? map or no map? etc. The default game would probably use the Advanced options, a map (hexes), and ignore most of the sidebarry information.
To get started... I would start here, to see if you like anything of what you see. Free GURPS! To do it "for real" would take two $29.99 core books for the GM or somebody (players could probably skate by on GURPS lite and passing around the books). If you use someone else's GURPS conversion, that's probably all you need. To kitbash it yourself, you would probably add GURPS Psionics (softback or PDF).
3e is only an option if it's an e6 Variant. I'd love to hear some opinions on how the game would work out in actual play. How does e6 work in slightly longer-term campaigns? And really, how would e6 work with, you know, sorcerer kings? I have no desire to play full on d20 or pathfinder. Sorry to the 3e guys, but I don't want to go back. And sorry to the 4e crowd, but that game isn't for me, either.
I've never used E6 "out of the lab" so to speak, so I can't speak on play experiences. In principle, the sorcerer kings would probably sit in at about CR 12, theoretically beatable in the right circumstances.
If you want to keep it low down and gritty, don't want to go full d20, and don't feel like learning GURPS, I think True20 is a very solid (and cheap!) option. And you wouldn't be completely on your own: people have thrown True20 toward nearly every possible conversion at some point or another. Ex:
True20 Adventure Roleplaying • View topic - Dark Sun