Why the Dungeon Fantasy RPG?
So, in another forum, I was challenged: “Sell me on Dungeon Fantasy.” OK. I will:
All the flexibility, tactical combat glory, deadliness, and specificity that GURPS is known for, with the additional benefit that the line editor went through and removed all the stuff you DON’T need.
GURPS is a subtractive system: you have all this modular rules and information, and you have to sort through it and go full Boolean: No, Yes, Yes, Yes, NO!, Yes, No, No . . . so it’s very front-loaded, for the GM and for the players.
But the Dungeon Fantasy RPG does all the work for rules for the GM, reorganized them for digestibility, and then provided niche-protecting templates for again easing the front-loading of character generation.
In terms of “how do I get started in GURPS?” I can think of no better answer than “The DFRPG Boxed Set.”