Mike Eagling
Explorer
But could GURPS be simple?
Could be but isn't! I'd say the last edition (4th?) is probably the most complex rpg I've ever read.
I believe this. The lack of depth may be a problem, of course, but I didn't know what you just posted. Thanks for this - I'll have to look into it more.
You're welcome. I have maybe ten of the original gamebooks plus Steve Jackson's Sorcery! series, which introduced a magic system. The basic system itself is a mind-numbingly simple 2d6 mechanic based around three stats (Skill, Stamina and Luck) that cover everything a character can do.
The gamebooks were (obviously) programmed adventures that had the benefit of a quality GM who could legitimately railroad the story with limited options. The "problems" of using this system in a more traditional setting were firstly the ultra-high level of abstraction (Want to hit that orc with your sword? Roll against Skill; Want to play the wizard at chess? Roll against Skill; etc.) and the necessity for the GM to adjudicate the stuff that wasn't covered by the rules:
GM: "Your path is blocked by a chasm!"
Player: "I jump over it!"
GM: "It's too wide to jump!"
Player: "Who says?"
GM: "Err..."
Neither of those things are necessarily obstacles to fun but they are the trade-offs that need to be made in exchange for having a rule for everything.