You're even getting bonus answers. Now how much would you pay?
1. Ability scores generation method? -- 4d6, drop lowest, any order
2. How are death and dying handled? -- Rarely. If your character dies, either you wanted it or you're an idiot. Trust me; you'll have plenty of other losses along the way.
3. What about raising the dead? -- Nope. Dead is dead. To do otherwise cheapens it.
4. How are replacement PCs handled? -- Worked into the story or character backgrounds if possible.
5. Initiative: individual, group, or something else? -- Varies from day to day. Individual most of the time.
6. Are there critical hits and fumbles? How do they work? -- Double damage on a natural 20, or maybe double max damage. On a natural 1, I reserve the right to do anything I damn well please; the exercise of that right is capricious.
7. Do I get any benefits for wearing a helmet? -- Now you're stylish. Otherwise, no.
8. Can I hurt my friends if I fire into melee or do something similarly silly? -- Yep.
9. Will we need to run from some encounters, or will we be able to kill everything? -- I, like the God of an endless stream of needlepoints and puffy sweaters, will not burden you with more than you can handle. And I assume you can handle anything I can think of.
10. Level-draining monsters: yes or no? -- Yes, but rare for the same reason death is.
11. Are there going to be cases where a failed save results in PC death? -- Almost never.
12. How strictly are encumbrance & resources tracked? -- Not. Unless the point of a given session is resource management. It's not a sub-game that intrigues me very often. I will make an exception for arrows, as ranged fighters can dominate battlefields too easily.
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? -- End of the adventure. Happens automatically. Don't waste game time with leveling-up questions, but we can hang around afterward for as long as it takes to fine-tune your PC. I dig it when you dig your character.
14. What do I get experience for? -- Showing up. Amusing me. A proportional share of the approximate rulebook XP value of the obstacles you overcame; I'll count "bluffing the duke" and suchlike as obstacles.
15. How are traps located? Description, dice rolling, or some combination? -- Dice rolling. Traps = Ugh. Unless you're one of those players who ABSOLUTELY LOVES the fiddly bits of realistic trapfinding. Then I'll accommodate you once or twice every session or two.
16. Are retainers encouraged and how does morale work? -- Mildly encouraged. Morale's an arbitrary dice roll when I remember that they might get scared, or a reflection of the personality we've established for them, depending on what seems fun at that moment.
17. How do I identify magic items? -- With magic spells or bardic knowledge. Not by testing and fiddling around and all that crap from a roguelike computer game. Life's too short.
18. Can I buy magic items? Oh, come on: how about just potions? -- Yeah, you can buy generic ones and low-level doodads. From someone who makes them, and who you persuade to do business with you. There's not a Wal-Mart Of Magic handy. You're gonna have to roleplay this one, pardner.
19. Can I create magic items? When and how? -- You can. Find an NPC who knows how, and persuade them to tell you what they know.
20. What about splitting the party? -- Don't make a habit of it. You're boring everyone else.
Many of those questions presume a D&Dish experience, which is fine if that's all you play. My bookshelf, however, groans beneath the weight of other systems. So here are a few answers that apply to any system I'm running...
1. Ability scores generation method? -- Whatever it says in the rulebook. I'll err on the side of generosity up front; I can find plenty of ways to whittle your advantage away later on if I need to.
2. How are death and dying handled? -- Rarely, as above. Other losses abound, as above.
4. How are replacement PCs handled? -- Case by case. I encourage players to connect their PC to the Story So Far, but it's not required. If you like your new PC, we'll work it in within the next 20 minutes somehow.
6. Are there critical hits and fumbles? How do they work? -- Not unless the rules call for it. And that, now that I think about it, is a shame. I'll have to fix that..
9. Will we need to run from some encounters, or will we be able to kill everything? -- You're much more clever, collectively, than I can ever be. I won't put anything that's guaranteed lethal in your path, but even if I do, you'll probably beat it in 1d4 rounds.
11. Are there going to be cases where a failed save results in PC death? -- Nope. If we're gonna do that, why not just set our rulebooks on fire right now and go find a new pastime?
14. What do I get experience for? -- Being fun. Having fun. Making me laugh. Shocking me into silence with your cunning. I'll reward "we had a better time because of you" more than "you effectively used your numbered piece of paper to overcome my numbered pieces of paper.".
16. Are retainers encouraged and how does morale work? -- If you can put up with one or two GM NPCs hanging around, it'll make me happy. If not, they'll leave.
20. What about splitting the party? -- That's a terrible idea. Now everyone's texting or playing Magic or something while you're doing your own thing. If you want a solo adventure, we can set one up later.