So it looks like we have at least 2, maybe 3, potential GMs.
To answer a few questions and concerns that have popped up:
Q: What's the setting?
A: I'd need to talk this over with anyone else who wants to be a GM. It's no fun running a setting you don't like. Personally, I'm partial to Forgotten Realms. It's one of the better known D&D settings, and it's generic enough in form and function that new(er) players don't
really need to be familiar with it. So it's accessible. I'm not set in stone on that, though, so I'm going to pose my own question in this answer:
Dwarmin, GWG, and anyone else who is interested in a GM slot-- Is there anything you prefer? Should this just be put to vote?
Q: What's the system? What splats and rulebooks are allowed?
A: As the title implies, it's the 3.5 edition of Dungeons and Dragons. I don't think it lends itself too well to play-by-post games, but it means new players can easily access the
d20SRD without needing to purchase books. I imagine any books related to the campaign setting (homebrew is out solely due to accessibility and unification issues) will be allowed. I want to say that any 3.5 material produced by Wizards of the Coast ought to be allowed as well, but we'll probably need to discuss that a bit as well.
Q: What's the starting level?
A: Let's go with 1. That means no +LA templates or races. Sorry, guys. If the other potential DMs agree with me here, that's the way it'll stay. Otherwise it could be bumped up a bit. I think levels 1-3 are the best starting points to avoid cheese, and to help people get a hang of things. I can see already that we might have a few inexperienced players, so that's big. At least in my book.
Q: How are we going to deal with pacing, in regards to both time and character strength?
A: It's play-by-post. Things need to be slow. We're probably going to have to get rid of maps and things, or even a round of combat could take months. I don't see it being too big of an issue, though. It's a Living campaign, so characters of varying levels should be expected. DM's will need to accommodate both*. That means multiple parties which may change in composition, solo-adventures**, and the like. Luckily, there will be more than one of us.
*We may need to impose a restriction on how many players can exist in this campaign, based on how many GMs we have and how many players each GM thinks they can reasonably accommodate. If things get overwhelming, someone may need to double up on a certain area of play or something. We'll see how it goes.
**I'm not a fan of using prewritten modules with a degree of regularity. I actually want this to have a degree of sandbox in it, with the "Living" part coming in primarily when different paths intersect. That having been said, we may need to discuss this further. It might not be feasible.
Q: Last minute question time before this is posted-- Traits and flaws?
A: I'm against them. But as with the "which rulebooks are allowed?" thing, if everyone else is overwhelmingly for it...Why not?