I think GURPS could get a little more traction if there were a 3rd party support system that could publish adventures and other support material. SJ games should let freelancers submit adventures and sell the good ones as pdfs at least. Even when thier WW II and Traveller lines were getting a steady stream of supplements there was little to no adventure support. Fantasy? Forget it.
My impression is that you can dial the complexity up or down, to a large extent. As for doing 'D&D-like', Dungeon Fantasy looks to be the shiznit. Also, I have a sneaking suspicion that most of what gets in the way of people adopting GURPS is, well, its name first of all, and the. . . 'configuration' of the system, I guess - not the way it actually plays - perhaps second. Doesn't do itself (or rather, its popularity) any major favours there. Shame, because it's got a lot going for it, including the best RPG supplements, overall.
I've had some fun with the system, and I'd certainly be willing to play it again.
In general, I found combat using the GURPS rules full-on was a horrid, tedious, confusing mess. It runs much more quickly and smoothly if you use only the basics.
In general, I found combat using the GURPS rules full-on was a horrid, tedious, confusing mess.
I'm tired of building a big bad NPC for hours in the GUPRS character creation system for a PC to "one shot kill" with a master strike to the eye.
One of my other big gripes with GURPS is the lack of character development. Sure you can earn points, but this amounts to roughly 2x advantages or +2 stat (or buying off a disadvantage) in a YEAR OF PLAY (playing 4-6 hours every other weekend!)
He wanted a well-rounded character, not a superhero.Well, the GM sets the point value for starting characters. So if there aren't enough points, that has to do with the type of campaign you're playing, not with GURPS in particular. Super Hero games, for instance, regularly feature PCs with over 1000 points.