I read a few comments about a few GURPS players who left for the OSR, and I can understand why. Yes, you don't get the fantastic character designs and total control that I love in GURPS. The combats are bland in d20 systems, and GURPS combat is much more tactical and satisfying. GURPS is learning once and running anything.
The OSR, the other hand, is a treasure trove for those who prioritize classic adventures over intricate character designs. It offers a class and level system that point-design games don't. However, this comes at the cost of limited choices, a less robust skill system, and the absence of advantage and disadvantage systems. Character customization is also more restricted.
The games are the way they are to facilitate group play at a table more than a simulation. Having classes makes creating a character and fitting in a party role easy, whereas, in GURPS, you can get a table full of random and unique character concepts with no role to fit into a party structure. Unless you pre-plan the party and pick roles beforehand, of course. Still, an OSR game is faster to pick up and play, providing a sense of reassurance and confidence in your ability to enjoy the game.
Many OSR games are unique prepackaged experiences: one book, one game, and infinite fun. Some are highly random, like Dungeon Crawl Classics. Others are throwback games to a particular time or version, such as Swords & Wizardry or OSRIC. Recreating all the tables, chaos, options, spells, and monsters in these games is a tremendous amount of work, and it is easier just to play the game as-is to experience what it has to offer. Unless you have a conversion system, like my Basic Fantasy mod for GURPS.
Still, there is fun in just turning off my desire to point-design everything and playing a party-based game with clear character roles. I don't mind "plugging into" an OSR game for a while; it is like playing a console game to change things up and experience something new. Games where I can run a character on a 3x5" index card are fantastic.
Part of me wishes GURPS was as plug-and-play as an OSR game, where the character choices were simple, the skill system did not have a few hundred choices, and what you had to write down and choose were a small number of easy options. You can do this through templating, but the framework behind the scenes is still heavy unless you just used GURPS Lite, which is 100% possible.
Most of my GURPS gaming never goes beyond GURPS Lite, and that framework can drive most games. Even Ultra Lite is a fantastic set of rules for NPCs and quick encounters, and you often only need a little more detail. A giant spider? Give it an "entangle and web skill" and use opposed rolls to avoid the effects.
This is also why I like Dungeon Fantasy. It is nice to have a self-contained game focused on one genre, something I can pick up and not be distracted with "other stuff," and I can have a focused experience in the books. I am not dealing with laser pistols or superheroes in the core GURPS book; this is just fantasy. My mind can focus on that, and the book immerses me from cover to cover.
The huge failing of Dungeon Fantasy is that it goes straight for the superhero fantasy experience with 250-point characters, cutting out the entire zero-to-hero run. That zero-to-hero experience is a part of the fantasy genre, as are the fantasy superheroes! That "growing into a character" and "learning the rules through growth" keeps the OSR games compelling. Dungeon Fantasy is very difficult for a newcomer since the 250-point characters are complex, and nearly a full page of GURPS skills and rules to learn on that character sheet.
The Delvers to Grow books are excellent patches for that problem, but they are third-party books fixing a problem the base game has. Still, not only do you have to learn GURPS, but you also need to learn 250-point characters. Then, you can go back and do these starter templates and finally enjoy that experience. This was my experience with Dungeon Fantasy, and it felt the same as being handed a 15th-level character sheet in 5E and told to learn that first before being able to start a 1st-level character.
Part of my frustration with the "kitchen sink" fantasy in GURPS is that it is way more complicated than it should be. What should be a genre where you get a 50-point noob and go turns into a massive project of learning the rules, endless conversions, choices on top of more choices, and becoming a "fan total conversion project" rather than something where you can pick up a book and play.
In a way, the core GURPS books are more accessible for the zero-to-hero fantasy genre than the Dungeon Fantasy game, which feels like the advanced version of the rules for expert players only. In some ways, Dungeon Fantasy is like a GURPS mod for the genre, and while it strips away the parts of the game you don't need, you get a lot of stuff, and it feels like Dungeon Fantasy is a solution that is a part of the problem.
My ideal version of "Fantasy GURPS" would be more the base GURPS core book but focused on the fantasy genre. But that is Dungeon Fantasy?! Yes and no. The core GURPS game standardized starting levels at 50, 100, 150, 200, 250, etc. When players pick an archetype role, such as "fighter," they get the 50-point template, a disadvantage or two, and they get playing. You could offer higher starting point packages for each role if players want more at the start. The book would have every rule needed to play, including combat.
Even the premade character sheets could be pre-filled in at each starting package deal. Print it out, pick or roll disadvantages, and you are playing. A new player does not need to open the book to sort through lists of choices. They should not. Hand them one character sheet and play.
Yes, I can do all this myself with what I have. But that is not the goal. I would love a GURPS book with the utility and ease of use as an OSR game. Even to the point of standardizing combat around GURPS Lite and making most of the combat rules optional advanced rules. The complexity and design of GURPS are not the problem, and mastering GURPS is a lot easier than mastering 5E.
The game needs to be focused, present experiences that players expect to see, and offer enough options to make it feel right.
It is an accessibility issue, and OSR games do that very well.
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