Re: [Interest Check] GURPS DFRPG
Well, here's my pointed opinion on GURPS:
For a GURPS to be the right choice of a game system, the game has to do things at least as well as the more "common" system used for that game type. When it comes to Dungeon Fantasy, you're in a place where you're largely retreading the ground of dozens of other games out there and you have to figure out why GURPS is the right choice for that game over a dozen other systems that do the same thing with a lot less overhead. It has to be something that wouldn't work more smoothly in D&D, Pathfinder, OSR, etc.
In general, GURPS shines brightest when the game has a twist that just wouldn't work in other systems or that GURPS handles better.
Anyway, I'd be down for giving it another shot. I could see doing almost anything, but it kind of comes back to what I said above. What aspect of the game makes it better to run the game in GURPS than a simpler system? Why is it going to be more awesome to do this in GURPS (which generally requires more work) than another system?
Usually, when you figure out the answer to that, the game idea gels pretty quickly. For instance, if you're going to do a lot of planar travel, GURPS would be a great way to do that kind of game. If you're going to have a world exposed to reality rifts with a mix of tech and magic being involved, GURPS is a great choice. If you're going to do a lot of time travel, GURPS is a great choice.
The reason why I struggle to enjoy Dungeon Fantasy is that it feels like a lot of work to do something that'd probably just work better in some D&D variant. Any concept that makes me say "yeah, GURPS would be better for that" has my vote. I'm... not sure a standard hex crawl or megadungeon is going to qualify for that.