WizarDru
Adventurer
GURPS was my game of choice for nearly 16 years. After AD&D became tedious and the 2nd edition went further away from what I wanted, I became almost exclusively a GURPS DM. Though I still played other systems (AD&D and HERO mostly), everything I ran was GURPS.
Where GURPS excels is in character creation and options. You really could create a vast variety of characters who didn't adhere to any archetype. In the same system, I created a 1920s beat cop for a Cthulu game, a superhero, a mecha pilot and of course a fantasy swordsman. Many of these were done before there were appropriate sourcebooks. The system's extensibility was excellent. The combat was gritty and realistic, the core mechanics fairly simple and easy to explain.
Of course, the third edition (I've never played 4e GURPS) ran into some problems at times. You needed to tweak certain rules to match your playstyle. Fantasy was suitably lethal, but superheroes overly so; the players in my supers game were far more afraid of a bunch of lunatics bearing machine guns than the main team of supervillians. From a player perspective, the pace of character advancement in GURPS is positively GLACIAL. In a 10 year game I ran, the players went from 100 pt. characters to (iirc) 275 pt. characters. And while they were much more powerful, the change was much closer to moving from 1st to say 10th in D&D...at MOST. GURPS characters simply don't advance that far from their baseline; they become more competent and have more options, but they are never more than a few steps from death.
I used to think that Prep time for GURPS was a good deal of work. Then I ran a high-level game under 3e. Changed my perspective a good deal. Even so, when I saw 3e, I knew that they'd taken what I liked most about GURPS and thrown it into D&D. Since then, the only system I've used has been M&M for superheroes. GURPS brought me a lot of joy, but D&D does more of what I want out of a game.
Where GURPS excels is in character creation and options. You really could create a vast variety of characters who didn't adhere to any archetype. In the same system, I created a 1920s beat cop for a Cthulu game, a superhero, a mecha pilot and of course a fantasy swordsman. Many of these were done before there were appropriate sourcebooks. The system's extensibility was excellent. The combat was gritty and realistic, the core mechanics fairly simple and easy to explain.
Of course, the third edition (I've never played 4e GURPS) ran into some problems at times. You needed to tweak certain rules to match your playstyle. Fantasy was suitably lethal, but superheroes overly so; the players in my supers game were far more afraid of a bunch of lunatics bearing machine guns than the main team of supervillians. From a player perspective, the pace of character advancement in GURPS is positively GLACIAL. In a 10 year game I ran, the players went from 100 pt. characters to (iirc) 275 pt. characters. And while they were much more powerful, the change was much closer to moving from 1st to say 10th in D&D...at MOST. GURPS characters simply don't advance that far from their baseline; they become more competent and have more options, but they are never more than a few steps from death.
I used to think that Prep time for GURPS was a good deal of work. Then I ran a high-level game under 3e. Changed my perspective a good deal. Even so, when I saw 3e, I knew that they'd taken what I liked most about GURPS and thrown it into D&D. Since then, the only system I've used has been M&M for superheroes. GURPS brought me a lot of joy, but D&D does more of what I want out of a game.