When the dust settles, I will return to GURPS, using my Pathfinder pawn collection on my Fantasy Trip hex grids. I love my pawns and plastic stands, I have about three shelves full, and these are such great miniatures they are great for many games. I also have a few of the Starfinder ones, and these make extraordinary sci-fi figures.
I like Pathfinder, I was giving the second game a try, but whenever I try something new and give it a chance, the entire community blows up, and I want to shelve the whole game and forget about the negativity and mess. This also happened with 5E, and part of why I play a game is to escape the darkness and negativity of the real world. This will end in a few months, but I am unhappy with all the negativity.
The best part about GURPS is the community. This is such a fantastic place; it is welcoming, there is little drama, and people mostly know better than to be idiots. If you love GURPS, you are here.
One of the best parts about GURPS is that GURPS is everything. GURPS is Star Wars, Pathfinder, Star Trek, D&D, Space Opera, Star Frontiers, Gangbusters, Runequest, Traveller, James Bond, Dungeon Crawl Classics, Cthulhu, Alien, GI JOE, Walking Dead, Marvel, DC, whatever movies you love, your favorite book, anime, TV show, and everything else.
And you care less about rules in GURPS and more about characters, stories, and settings.
Many other games push this "rules first" mentality, where the rules define the experience. In GURPS, the "physics" of the world remains the same "simulation-based" reality as the world we live in. The fantastical elements (magic, superpowers, etc.) exist outside the normal but still realistically interact with the world.
The people in all these worlds are mostly the same. A 50-point anybody in Star Wars is similar to a 50-point anybody in a fantasy world. The skills and equipment will differ, but the stats and skills will be comparable.
But the complexity in GURPS is in the characters, where it belongs. Everything else is rules-light primarily. GURPS Lite can get you through through 90% of most games.
And Ultra-Lite makes NPCs and most monstrous foes simple. Stormtrooper?
- ST: Normal, 10hp, 1d6
- DX: Normal, 10
- IQ: Normal, 10
- HT: Normal, 10
- Skills: Stormtrooper 2, +8.
- Armor 4
- Blaster rifle, 5d6+2
It is simple. More straightforward than the OSR. What does this stormtrooper hit on? 18-minus with the standard -6 "trained activity" modifier, which is a 12-minus base, modified by the normal -10 to +10 modifiers. They don't hit much anyway; their armor is pathetic, but enough of them will turn you into blaster Swiss cheese.
That stormtrooper? Same stats as a "guard with a crossbow," and just throw a realistic reload time on there for that one-shot ranged weapon. Also, the crossbow will do 1d6+2 damage since that aligns better with GURPS Lite's crossbow damage. Armor is 2 in light or 4 in heavy; there are bonus points if you make the heavy armored one slower. The skill, of course, will be "Crossbowman Guard," which will be used for all combat, guard skill checks, and other rolls.
UL also makes customizing these stat blocks a snap. Move a few levels into abilities and skills, and suddenly, your opponent is more formidable or weaker. I can throw a level of ST on there for a strong orc (14 hp, 2d6) or pull a level of ST and HT off for a weak, sickly goblin (8 hp, 1d6/2, HT 8). Want D&D 4's minions? Limit their skill levels to one and let them miss all the time with that 8-minus trained skill roll.
These Ultra Lite characters are 95% compatible with the full GURPS rules and more straightforward than 90% of every other game on my shelf for an NPC. A Pathfinder 1e or 2E crossbowman? A half-page block of stats and text.
Any one of those IPs, games, movies, TV shows, or other settings I mentioned? That crossbowman or stormtrooper can be reskinned in those settings and serve as your "mook" enemy type. Your orc, goblin, random guard, thug, space alien, enemy soldier, zombie, bad guy, or what have you.
These stat blocks can cover 50-75% of the monsters you need in a fantasy game, with the outliers being dragons and the like - but I bet if you knew dragon stats from other books, you could come up with numbers and skills that make sense.
In a pinch? Come up with a stat block and use OSR "rolled" hit dice as hp. Level 3 dragon skills, a few stats, a hacked hp, and armor value. A few special attacks and defenses. 90% of OSR monsters can be quickly ported in, and the stats are far less complicated.