Hey, I run Hero System as a preference. On the player-facing side, for 90% of my games, you don't need to do much more than select stat values, pick skills, and complications. All the "math" people complain about in those is addition and subtraction. In a lot of systems, "crunch" is a matter of "if you add all of these optional subsystems." But people want to complain, not my job to correct them!That's the thing. The more of those books you add, the more crunchy GURPS gets. I've played super simple GURPS games where we just rolled 3D6 under the stat for most things and it ran quick and smooth. It's when you start hammering in accurate ballistics models, mech creation rules etc that the game really lives up to its reputation. I think it is true though that most people who play GURPS do tend to tune theirs to the high crunch side of things.
People who complain about crunch should try playing Space Opera some time. 14 stats based on D100 rolls then converted on a chart to 1-20. Multiple stats derived from these stats including hit points, carrying capacity, maximum levels for combat skills, and two different attributes you have to track in order to know when you're tired. (I ignored one and only used the other to track psionics).Hey, I run Hero System as a preference. On the player-facing side, for 90% of my games, you don't need to do much more than select stat values, pick skills, and complications. All the "math" people complain about in those is addition and subtraction. In a lot of systems, "crunch" is a matter of "if you add all of these optional subsystems." But people want to complain, not my job to correct them!
I would eat it, it look great.