@jasonlutes, I have just a few quick editing things to mention if you haven’t already caught them:
Volume 0
• p2, 2nd paragraph: “Roll d100 for each villager… to determine what they did…”
• p12, step 8: “If so, decide to what what spirit…” remove one of the what’s.
• p13, step 13: “until each player has added a home…”
Been watching your actual play and loving it. I might suggest, however, doing away with a couple items during 0-level character creation.
The first is Step 4, swapping ability scores. It adds too much indecision while making a character that has a high chance of not dying. Also, it will push players to look ahead at classes and see what they would want for a particular character in order to be best. I think, rather, you should push folks to just roll their stuff up and play the characters a bit to get a feel for them.
For pretty much the same reason, I think you should remove Step 5, applying the heritage bonus. However, I think you could add this back in when players decide to level the character up to lvl 1. This will end up making 0-level even more deadly, which I think is fine, so long as it’s fast. And it’ll add a bit more hardiness to leveled characters. You could potentially do the score swapping from Step 4, but I’m a fan of just rolling up some dude and then getting to know him as he is.
I think you should also remove the offer to burn 1 luck to add to hp in Step 7 in the name of moving things along. It’s pretty uncommon that would make a difference anyhow.
Even, I think, Step 15, forge a bond, could be moved to the game itself, and outside character creation. Perhaps the first time someone tries to help another, ask them to forge a bond. This will allow them to come up with something on the spot, perhaps related to the action they’re performing and give them a little more context on which to consider.
Basically, I would remove anything that can’t just be done by a random generator when it comes to 0-level character creation, and instead move the decision-making aspects to regular gameplay, or when the players decide to level up their character to 1. This way, I can hopefully rely on someone to make a random generator, and just print up dozens of 0-level characters and pass them out at the beginning of a game or when someone dies or a new person joins in. This leaves the player to just pick a name, gender, and alignment (basically same as in DCC RPG, which I think is part of the beauty of their 0-level character game). I think getting to the game more quickly is better.
Anyways, just some thoughts after reading and watching your first actual play session.