I feel like I never gave GURPS a fair shake.
When it first hit the shelves in my local game store, it was the late 1980s and my friends and I were still playing the heck out of some red-box Basic adventures...and we were having trouble finding the Expert, Companion, and Masters sets that we needed to keep playing our characters. TSR had discontinued that whole product line, and were trying really, really hard to get folks to switch to AD&D. I ended up having several frustrating encounters with the game stores around town, where one clerk in particular told me that "the little kids version" had been discontinued but he had these "advanced" books for "older kids" instead. Also, look at this one, it has a seashell on it that's also a spaceship! And this one has ninjas! Isn't that awesome?!
No sir, it is not "awesome," it is frustrating. I didn't want "the new stuff," I wanted to continue playing the game I already had, and getting told repeatedly that I needed to move on was annoying.
At one point a store clerk, who was probably just trying to be helpful, offered an alternative: there is a new game called GURPS that will let you play any kind of game you can imagine with it. It can be as caked up or as stripped-down as you wanted, it could be historic or fantastic or futuristic or mythic as I needed, etc. And I was hearing none of it. By this point, I had been to every comic shop, game store, and used bookstore in town looking for exactly one used copy of the Expert Rules, and my interest in literally anything else could not have been at a lower ebb.
So for the longest time, GURPS was imprinted in my mind as "something else I don't want" and I never really challenged it until the Pathfinder/4E edition wars soured me on D&D. I bought a PDF of GURPS Fantasy in PDF format, and read through it, and took it for a spin. I enjoyed it a lot more than my friends did--they were pretty much bored with the whole idea of it and kept clamoring to "just play D&D already," but I had a lot of fun. It was a refreshing change of pace from the rigor of 3.5E.
I never went back to it, though.
This is an interesting perspective on something I've always pondered: why so many gamers only play D&D?
When the OGL fiasco happened, I was kind of stunned going to many YouTube sites where different creators were offering alternatives to D&D. The number of comments of people who said that they didn't even know other RPG's existed kind of blew my mind. I thought, "do these people only play on VTTs or at a friend's home? Why don't they know of other games through a FLGS?".
Then I suppose there are people like yourself, that just loved D&D and didn't really give other games a chance. Fair enough. But I had the opposite experience.
My very first RPG game was around about 1980 and I was
very young. Believe it or not, I started out with AD&D and learning it as well as I could on my own. We only played a handful of games with 3 other school mates before there was a long dry period until 1983. At that time, I started playing historical miniatures with my father, mostly American Civil War and Napoleonics. One fateful day, the other gamers couldn't make it, and the hobby store owner where we played at had a son about my age. I had just bought Car Wars because it seemed cool (remember Mad Max was pretty new), so we wound up learning/playing Car Wars and creating our own little gaming group.
Another boy who was about our age who had just started playing the historical miniatures also played with us. After a few Car Wars sessions, another slightly older boy in his mid teens got us playing RPG's again. But not AD&D. He got us into playing Champions which we loved, which then got us into Justice Inc. Two other older guys joined us temporarily, and we did play a few AD&D sessions, but by this point, we realized there were so many other fun games out there. In the mid 80s, Twillight 2000 was our jam. But if it came out in the 80s, there was a very good chance we played it.
And speaking of GURPs, technically it came out in 1986, but, its true direct descendant was a game called Man to Man that came out in 1985. It was meant to be a mostly hexagonal based tactical mini game and had pretty much all the basic combat rules from GURPS. And unlike its direct ancestor The Fantasy Trip, it had the same 4 attributes that GURPS does, and the same passive and active defenses that GURPs did.
I didn't play GURPs a lot, but I did like all the supplements that came out for it. As I recall, we played a couple of Vietnam era game sessions with it before I came up with a homebrew using the Phoenix Command Combat System. The thing that kind of troubled me about GURPS though, was that they billed themselves as the
generic system, and yet, it seemed like you needed some specialized one-off rule for everything. But I kind of viewed GURPS like I viewed Osprey books for historical gaming: you bought it for background information and ideas, not for playing itself.