Barastrondo
First Post
I've seen it become a problem. I prefer to run and play in campaigns where there is a lot of continuity, and I find that constant character switching really disrupts that.
But I'm also a believer in "death penalties" in general. I don't care for campaigns where players who get killed return to play with a new character who is the same level as the one who just got killed. I like it when death hurts.
I tend to feel that death is gonna hurt because the player is really going to miss the character and all the various social relationships, positive and negative, the character has built up. If the player sees a character as disposable and isn't going to miss roleplaying them any more, either that player isn't really compatible with my gaming style or I haven't been treating the character right.
If a player's bored with a character because I haven't given them enough opportunity to become invested in the campaign with that particular persona, then I'm not gonna punish them for my screwup. If they're bored because they were into that character solely for the mechanics, well, I don't think starting a level behind with the next character is going to increase their attachment to the new character any. (Of course, if the player's not interested in the game outside of mechanics, I also wouldn't punish them for finding a different campaign more suited to their tastes. The house style doesn't quite cater to that.)