So you have heard about GURPS and are wondering how to get started?
Some things you have heard are likely true, while others may be misleading. See my FAQ for some info on that. But the first and most important thing to know is that GURPS is modular and you can add or drop the rules you do not like or do not fit your campaign.
As a generic system GURPS was designed from the ground up to offer something for every genre out there. it does this better than any other system I have tried, from the realistic to the over the top cinematic, though admittedly it is better at some things than others. The main problem with this though is you can get choice paralysis and a bit part of this blog is to try and help with that.
GURPS Basic is very comprehensive and all the GM really needs to run virtually anything, but can be a heavy read and hard to remember everything. Do not worry, GURPS is famous for being well indexed, cross referenced, and a good table of Contents to help you quickly find the rules or items you are looking for!
Powered By GURPS
The Powered By GURPS product line is also useful. Each is based on a genre or setting and cuts out the material that is not relevant. They are consistent with the core GURPS rules so you can learn the system and later buy and use new material without having to learn completely new rules. Everything fits together like a big puzzle.
GURPS Dungeon Fantasy Roleplaying Game
Discworld Roleplaying Game
Girl Genius Sourcebook and Roleplaying Game
GURPS Prime Directive
Vorkosigan Saga Sourcebook and Roleplaying Game
There were also several Third Edition Powered By GURPS offerings and they can be converted to modern Fourth Edition with minimal effort. However these are not quick starts and require a GM more familiar with GURPS to do the updating. I reference them in the genre and setting pages on this blog.
Also GURPS Character Assistant is a nice software package that tracks all the math for you and is now compatible (meaning you can export directly to) the Foundry VTT