Numion said:
I just don't see the Gurps system making anything seem other than an excerise in math :\
And if we shift from the combat system to other aspects .. just whoah. The Gurps system is based on point-whoring the most mechanical advantages for conditional RP penalties that never come in to play, I think you get the picture from there. Like, whats the penalty for terminal illness if you know your characters isn't likely to make it for that long anyway?
If your campaign will last shorter than that time span, then your GM is fully justified in hitting you with a rolled-up newspaper. A cardinal rule of disadvantages is:
"A disadvantage that isn't disadvantageous to the character isn't worth any points."
A great many disadvantages (and advantages, for that matter) are inappropriate for many campaigns. This is intentional - with GURPS 4e the authors wanted to have
everything for creating any conceivable character inside the Basic Set. This was a different design goal than what the creators of D&D intended, which focuses on a specific genre, and it is not an inherent weakness of the system.
I mean, just because it is
possible within the rules to buy Social Status 7 and proclaim: "My character is the President of the United States!", there is no reason why the GM should allow this unless he plans a GURPS West Wing campaign. Likewise, if the campaign is a one-shot adventure that lasts only for short time frame, there is no reason at all why he should allow "Terminally Ill". This disadvantage is only suitable for longer campaigns where racing to either find a cure or some sense of closure for the character adds dramatic tension to it, and any GM worth his salt should realize.
To sum it up: If you are the sort of GM who will let his players walk all over him even though they are obviously min-maxing things without regard to what is appropriate to the campaign...
...then you probably shouldn't GM GURPS. Run another RPG that is less dependent on GM choice.
EDIT: I've realized that I was a bit snarky here. There is nothing wrong with an RPG that does much of the campaign preparation for you - when I started my D&D Forgotten Realms campaign last year I simply told my players: "Create 1st level characters", and that was it (until they showed me all sorts of "optional" books they wanted to use, but that's another matter...). GURPS forces the GM to put some more thought into what is and what is not permissable in a campaign. But I think it is worth it.