Sneaky die_kludge, not posting the rules until after the game is full

. Just kidding, actually, because it looks like a lot of fun. In fact, it sounds an awful lot like my Grimm games, from a DM perspective. I didn't get to run the earlier games through a playtest, so combat was basically just a story device, rather than a mechanical one. Basically, the bad guys died when it was climatic and hit just often enough to drain resources without clobbering everything in sight. Another thing that really comes in handy in these situations are the NPC tables in the DMG. If you really need statistics, they're all right there in front of you. Granted, they suck sometimes, but they're there.
As for character creation, I'm for doing it at game day. My tendency is to agonize over every detail of a character, but again, I see the characters in this being about telling a story, not whupping up in combat. I'm also with Henry: default array of points and maxed out skills in a few class (or cross-class, I suppose) skills. That should keep character creation to a minimum, especially if we have good character sheets (e.g. Mad Irishman) to highlight the spots that are missing attention (like hit points, which I always seem to forget). In fact, sticking to averages in most areas (like using average or high-average hit points) will keep the entire party balanced (if that matters) and make it really easy to generate characters.
Sounds like fun! Oh, and I just narrowly avoided having a wedding shower scheduled on Game Day. *whew* That was a close one.
NCSUCodeMonkey