To take care of the death in the past problem, I'd use an action point system.
1) Don't pull your punches- keep the past adventures at (seemingly) the full lethality of the rest of the campaign.
2) Each time a PC dies in the past, the PC is incapacitated until you as DM it is "essential to the narrative" that the PC recovers to do whatever... Perhaps that .45 slug to the heart hit a memento, but the hydrostatic shock still rendered the PC unconscious.
3) In return, the PC loses a present day action point, representing the heroic "near-death" experience he had. A PC who goes negative on his action points recieves a -1 penalty to all rolls in the present day until he earns enough action points to be at least at zero, representing an injury so serious its taking even his hyperpotent healing ability a long time to deal with it.
(This could even be scaled: -1 for having -1 to -3 action points, -2 for having -4 to -6 action points, -3 for having -7-9 action points, etc.)
1) Don't pull your punches- keep the past adventures at (seemingly) the full lethality of the rest of the campaign.
2) Each time a PC dies in the past, the PC is incapacitated until you as DM it is "essential to the narrative" that the PC recovers to do whatever... Perhaps that .45 slug to the heart hit a memento, but the hydrostatic shock still rendered the PC unconscious.
3) In return, the PC loses a present day action point, representing the heroic "near-death" experience he had. A PC who goes negative on his action points recieves a -1 penalty to all rolls in the present day until he earns enough action points to be at least at zero, representing an injury so serious its taking even his hyperpotent healing ability a long time to deal with it.
(This could even be scaled: -1 for having -1 to -3 action points, -2 for having -4 to -6 action points, -3 for having -7-9 action points, etc.)