I've got a bunch of stuff to say on The Trumpening, Hillary's loss, assorted protests, and a great many other things. I just need to feel the desire to pound the keyboard into something resembling a post.
This, however is not that post.
This post is about GURPS (4e?), and Savage Worlds.
Specifically, I'm a big fan of generic systems. I'm also a fan of both systems that are fast and fun while offering depth, and systems that have the near infinite gritty crunch. This is GURPS appeal, in some ways it's actually a pretty simple system (when in doubt, roll 3d6 unless damage says otherwise), but it's got layers and layers of complexity to use or ignore as desired.
But it's still horrifyingly complex to the average player, and has a few things that could be tightened up, as I outlined a few of here.
Savage worlds fixes some of them, and maintains others at about the same level of broken. The weapon tables are balanced weird and a couple environmental hazards are wonky, but I've tried to run a game using Ultra-Tech, so...
Plus, the possibility of themed decks and dice and things, plus the freeform tabletop tactics nature of the system (similar to things like WH40k, made particularly apparent by how easily the system converts into a Miniatures Tactics game!) all have a certain allure.
I'm being tempted away from GURPS.
I'll still use it, probably. But GURPS 4e has been my go-to Favorite System for a while. And now it has competition. Some of it can be houseruled to bring up to ways I like doing things more. Some things require a pretty substantial mechanics change.
I can explain Savage Worlds to a potential player in 10ish minutes, start to stop. I can do similar with GURPS 4e. Except Savage Worlds doesn't cause them to run screaming away when they look at the actual rules.
If they ever make a GURPS 5e, I've no doubt it will bring me crawling back. But for now, it looks like I'm multiclassing with my systems.