Brendan asks 20 questions, and I answer.
1. Ability scores generation method?
Roll 3d6 in order, and hope for a good Charisma score.
2. How are death and dying handled?
Zero hit points is death, but once per session a character reduced to zero or fewer hit points can choose to roll on the Dismemberment table to survive with 1 HP.
3. What about raising the dead?
It varies by campaign. In this campaign, Raise Dead is widely available for 1000 gp per level or a Quest.
4. How are replacement PCs handled?
If the average party level is three or lower, newly rolled characters start at first level. Otherwise, new characters start at one level lower than the lowest-level party member.
5. Initiative: individual, group, or something else?
Something else. It's based on Judges Guild weapons priority. Long and short weapons switch places after the first round.
6. Are there critical hits and fumbles? How do they work?
Nope, and none of the players have mentioned missing them.
7. Do I get any benefits for wearing a helmet?
You get to roll on a fun headgear table that's pretty much like B/X Headgear.
8. Can I hurt my friends if I fire into melee or do something similarly silly?
If you miss, the missile gets a second to-hit roll against a random target (including friendlies).
9. Will we need to run from some encounters, or will we be able to kill everything?
10. Level-draining monsters: yes or no?
11. Are there going to be cases where a failed save results in PC death?
12. How strictly are encumbrance & resources tracked?
Not super strictly, but don't ignore them. If you only have one light source, you better hope you don't drop it when surprised. Time is the most important resource; if you dilly-dally, wandering monster checks start rolling. Encumbrance only gets strictly calculated when running from monsters or removing heavy treasure from the dungeon.
13. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
PC's need only pay their upkeep/taxes to gain a level. Since only treasure removed from a dungeon grants XP, leveling-up happens back in town. Beyond a new PC's first three spells (two 1st level, one 2nd level spell) all spells must be found during an adventure.
14. What do I get experience for?
A pittance for killing monsters, one XP for each GP removed from the dungeon, and some for carousing.
15. How are traps located? Description, dice rolling, or some combination?
By listening, asking question, and liberal use of a 10' pole.
16. Are retainers encouraged and how does morale work?
Retainers are vital at lower levels. Combat morale only affects monsters, but a retainer who fails a loyalty check won't return to the dungeon next time.
17. How do I identify magic items?
Experimentation or consultation with a sage. Sages are your best bet.
18. Can I buy magic items? Oh, come on: how about just potions?
19. Can I create magic items? When and how?
Magic-users of any level can create magic items or new spells by conducting research. Magical research involves time and money.
20. What about splitting the party?
Sounds like fun. [Evil laugh.]