The first session of Dwimmermount is scheduled for this Sunday and the PCs are starting to take shape. So far we have a cleric of Tyche, a gravedigger turned fighting-man -- he uses a pick axe as his weapon, naturally -- a dwarf, and an elf. It's a little more demihuman-heavy than I'd originally expected, but I'm willing to roll with the punches on this one. At this stage, the likelihood that any one of these characters will live to second level, let alone higher, is slim, so I'll worry about the long-term implications of so many non-humans later, if it should become an issue.
On the subject of elves, like all OD&D referees, I need to decide how to handle them. Swords & Wizardry takes a middle road, noting that elves "may choose, on any given day (perhaps when the moon rises) whether to use the capabilities of a magic-user, or of a fighting-man. As a result, the adventurer has two alternate class to-hit bonuses and saving throws, depending upon whether he donned steel that day or summoned up the power to cast spells." While this lends a quirky, fey quality to elves -- and that's a good thing! -- I prefer a different approach: Elves are multi-class characters and before each session, the player of an elf must decide whether he is acting primarily as a fighter or as a magic-user. Which che chooses governs his "to hit" rolls and saves and all experience earned goes toward that class. Regardless, an elf may use any weapon and may cast spells provided he's not wearing non-magical armor.
More on Dwimmermount later.