Re: Re
Celtavian said:
Personally, I liken to GURPS to the Mac/PC wars that evenutally the PC won.
GURPS is inherently a better system than D&D. Its rules are better and more realistic. Its character creation system more adaptive and creative. It gives the GM alot of latitude in adventure creation. It allows you to play any genre.
Where did they go wrong? GURPS was supported and marketed poorly. D&D was supported and marketed very well.
I think that you're oversimplfying things a bit, and leaving a lot of factors out. One major attraction for D&D versus GURPS is the simplicity of character creation. A novice in D&D can make a 1st level character fairly quickly, and can understand that character's abilities without too much trouble. Creating a GURPS character is a serious investment in time, even to an experienced player. That fact alone makes D&D more attractive to lots of folks, and while 3E takes longer to make a character, it's not nearly as staggering to the novice as the huge amount of material needed for GURPS.
Does this mean novices don't play GURPS? No, I introduced several to it, myself. But I liken it to a comment Joe Straczyniski made about Babylon5 and Star Trek...in which he essentially pointed out that "most Babylon 5 viewers have seen Star Trek, even if all Star Trek viewers haven't seen B5." I would expect the same is true of D&D.
You could also argue that D&D was there sooner, and had the better system of it's peers early enough on that it came to dominate.
My biggest problem with GURPS rapidly became the mind-numbing 'sameness' of everything. After 18 years of using the system, it seemed to stagnate, since most mechanics in the game essentially felt like they were being shoved into the tiny box that GURPS 3ed had become. Creating organizations with members who had similar characteristics was tiresome and never terribly satisfying. Prestige-classes in 3E provided me what I was looking for in GURPS 'Packages'. Many of GURPS advantages and disadvantages simply aren't balanced against each other well, and often players will end up taking the same dozen disadvantages, for example. And certain ones will be outlawed, such as Eidetic Memory...and don't start me on the language rules.
Some truly innovative material for GURPS has appeared, such as the magic system in GURPS Voodoo. GURPS Vehicles is an interesting study in how to spend twenty minutes generating a ox-drawn two-wheeled cart or a super-tanker. And of course, GURPS worldbooks and supplements are of some of the finest in the RPG industry.
Further, GURPS allows you, as a GM, to really roam free with your imagination. Back in '86, I ran a game that would now be called GURPS Anime (though back then, anime wasn't the super-cool cultural touchstone like it is, now). I was able to have a mecha pilot, Jigen-like gunman, super-powered ESPer, shape-shifter and someone who shared his soul with a giant Machine-god all in the same game. That's a hell of a thing to do in a system, especially since this predated GURPS Psi, GURPS Mecha, GURPS Firearms and a host of other supplements by months to years.
Ultimately, though, I only use one watermark to determine whether or not a system is good, and whether one system is better than another:
the amount of fun I have using it. I used GURPS for longer than some posters on this board have been alive, so I think that should give you an idea. The fact that I enjoy D&D 3E more doesn't make it a bad system...in fact, I still love GURPS...
it's just no longer an unconditional love.