Originally posted by Aramis:
Rules-wise, I find that GURPS tends towards a variety of either excessive details or very broad abstraction, with very little middle ground.
I do wish you'd leave your anti-GURPS bias at the door before you talk about the game, Aramis...
Actually, there's a lot of middle ground in GURPS, if you're talking about it in general. You can pick and choose whatever combination of rules that you're comfortable with to use in your games - that's the whole point. It's not a game of two extremes and nothing else at all.
Oh, and "Powered by GURPS" simply means it is a GURPS product not done by SJG, and has a core rulebook which doesn't need GURPS Basic... based upon comments by S.P.Petrick and G.Plana, there is almost no latitude for deviations from GURPS rule-mechanics at all... (GURPS: Prime Directive suffers from many of the same flaws mechanically as GT... like no consideration of the defined "Normal=25pt, Talented normal = 50pt, Hero = 75pt" in building packages.) [/QB]
Um, no.
"Powered By GURPS" is a way for (a) SJG to publish GURPS books with rules that deviated from the normal GURPS rules and (b) for other companies to release their own GURPS books that didn't have to follow normal GURPS rules. Transhuman Space, Discworld and Hellboy were published by SJG, and all three are PbG books. They also are standalone in the sense that they have GURPS Lite integrated into them. GURPS Traveller, ideally, should be a PbG book. Though last I heard the GT:IW book isn't going to be, apparently.
Two non-SJG PbG books have been published - Conspiracy X and GURPS Prime Directive. Neither of these are particularly good, IMO. I think the fact that no other publishers saw fit to try it out says more about the degree of intervention that SJG required (IIRC all material had to be vetted by SJ before it was published), and I think most publishers would rather screw that and go with d20 which is more popular and less interventionist.
The biggest problem with PbG is that SJG didn't have a damn clue what it actually meant in practise at first (Transhuman Space suffered for this when it was first released as a softback, with no GURPS Lite rules integrated into it). Plus their naming scheme is utterly inconsistent - GURPS WWII is for all intents and purposes a PbG product - yet it's not labelled as such. And GURPS Prime Directive is a PbG product, yet it's labelled as "GURPS".
You are right that it didn't actually allow much deviation from the GURPS rules in practise (which kinda defeated the whole point of it). I remember when we were writing TS: Under Pressure, they lifted the realistic rules that we had written in that and put them into GURPS Blue Planet. Which differed from the underwater rules in GURPS Atlantis (which presumably were the standard rules to use in such a situation in the core GURPS rules). So now we had a GURPS book that used PbG rules, that was inconsistent with previously existing GURPS rules.
PbG could have gone a long way if done right. Unfortunately it was executed in a very confusing manner, with SJG chopping and changing its mind left right and centre about what it meant for ages until they settled on something, but by then nobody was interesting in using it anymore.