>>67416621>What do I do?
Skip Lite, since it's a waste of time.
Read the Basic set.
Congratulations, you're set.>buy a genre book
This is only if you want more advice, or expanded mechanics. 99% of genre books and setting books are general world-building advice and "here's how to use the rules you already have from the Basic set".>a huge load on the GM
GURPS merely makes more obvious the work you should have already been doing with any other system. You're still free to never read the rules, never do any prep work and make shit up on the spot. Just because there's actually rules support for everythign in GURPS doesn't mean you need to change your habbits if you and your players are already content with the way you do things.
Having said that, on to the specifics:>GM needs to keep track of the players disadvantages to bring them up
You're supposed to know your player's characters (not just the mechanics, but the backstory too) in any game you run.>encumbrance for each player
This is for the player to track. Unless you play with "that guy"-s and there is zero trust in your group.>very lethal combat
Please, read the rules and test them. Characters get down fast, but usually survive. Low-level D&D, especially in older editions, is much deadlier.>with different hit locations
Similar to almost any other RPG, including D&D and pretty straightforward.>jist constantly rolling 3d6 under a number
That the game has a unified resolution mechanic instead of countless chaotic corner-cases like a separate mechanic for "Lift Grate" is a good thing.
And again, it's something that the vast majority of games do.>look up the default in the book for an hour1.It
should take you 5 minutes if you're just aimlessly flipping through a PDF.2.It
should take you 1 minute if you CTR+F or use the index, or flip through a physical book.
3.You could carry a cheat sheet, including any of the official ones.>What do I do?
Work on bettering yourself as a person.