Dr_Rictus
First Post
Ace said:2-Character generation almost certainly requires a concept. In DND you can say "I'll play the mage" but GURPS requires major planning before play.
This is true. The template books (GURPS Warriors, GURPS Wizards) attempt to address this, and tend to succeed in my opinion, but throwing a whole extra book into the mix is not an argument in favor of the game's accessibility. Still, if I were going to suggest one book beyond the Basic Set for a GM planning to run, say, a fantasy campaign, there's a chance that it would be one of those, depending on the GM and his players.
"Templates," for the uninitiated, are basically partially-pregenerated characters based on archetypes, with a number of structured choices to them. E.g., in the "berserker" template, choose one of several possible mental disadvantages that all result in the character flying off the handle and getting into fights, and choose one or more suggested advantages that help keep this from getting him killed.
As good a compromise as you're likely to get between the freeform point-buy rules and the advantages of a class-based system.