I'm a complete newbie to GURPS, planning to start a campaign for my local gaming group in about a month... and after spending the last month browsing the 1300 pages of the Basic Set, Powers, and Supers, I'm starting to think that's not enough!
I posted about this in
a thread about GURPS Lite supplements, but got the advice there that Lite is probably not a good starting point for a Supers game. So as to not hijack that thread, I'm starting this one to ask for more advice on how to reduce the rules complexity for our first campaign. At the moment, I can't even keep all the terminology straight (powers, talents, skills, techniques, etc.), much less explain to anybody how they relate and which they need to understand. (And I'm going to be the GM!)
So: what can I throw out to make it simpler?
The Supers book at one point recommended throwing out Talents, and using only wildcard skills. That sounds like a good start, but still leaves an awfully big cow to swallow.
Anything else? What's the bare minimum I need to go back and study to get a Supers game off the ground? I'm sure I sound like a whiner, but at the moment I'm feeling overwhelmed, and reconsidering whether GURPS is right for us at all. Thanks for any advice you can provide.