Yesterday I posted about DnD classes and races we never saw in my games.
What about templates in GURPS Dungeon Fantasy?
It's a good comparison to classes, since out of the box you can treat DF templates as rigid class-like professions instead of suggested options.
So far, we haven't had any Bards, Druids, or Swashbucklers. We've had a few Swashbucklers made, not yet run, but no one has touched the other two.
We actually haven't had any elves, either. Out of the races I've allowed for my game world, we have had a lot of dwarves (second only to humans - I count four so far), a halfling, a goblin, a gnome. But no elves or half-elves. No one has even asked about them, actually. This is a reversal from my earliest GURPS campaigns, where we had so many elves and half-elves humans stuck out as oddballs. The campaign that ended back in 2010 featured no elves, too, though, so much so that I took them off the race list after a few sessions and made "Where did the elves go?" a campaign question to be answered. No surprise, this current group has a significant overlap with that group (four of the current 6 or 7 regulars played in that game) and lacks elves. That might change after this post.
Since GURPS charges for races as an advantage, there isn't a basically free front-loaded power boost like you'd get in a D&D-based game (especially AD&D). Where AD&D had level limits to say, basically, your dwarf fighter is better than a human but caps out at level 8 or so, GURPS says, pay for those advantages up front. Also, where AD&D allowed multi-classing for demi-humans but not humans, it was a strong incentive to be non-human so you could be a fighter/magic-user or illusionist/thief or cleric/magic-user or something of that sort. So I think this shifts the assessment of what a race is worth when building a character.
How about in your GURPS games? Any races people avoid? And DF templates that don't get the love?