1st bolded part
Nah... you got it wrong.
I never kill a PC without good reasons and their tacit approval. And guess what? They gave me this approval at character's creation. They know that death is a real possibility. It is not some far remote possibility. It can happen at level one, session 1, even session 0.5 if we started in session zero! And when a campaign is over and the players look at what they have accomplished, they know that they did it. They did not rely on some shenanigans I made to save their arses. They succeeded because they bested everything I have thrown at them. Nothing more, nothing less.
Who said "shenanigans"? Who said I "made" them? You keep projecting all these nasty things onto my position. Please stop. I don't do that. Everything I do as an adjudicator of the rules is above-board. I play with my cards face up. I do preserve
in-world information as mysteries (e.g. NPCs can deceive the players, players can draw mistaken conclusions and I won't correct them, etc.)
And, as I said,
players can still succeed or fail. Failure or success just doesn't consider "will you be able to keep playing the game as this specific character?"
2nd bolded part.
This is one of the baddest analogy I have ever seen. And yet...
How so?
Calling the analogy bad doesn't tell me anything. You have to say
why it's fails to be an analogy in the relevant way. I have demonstrated that it has relevant similarities.
You get booted out of poker when you lost all your money you brought at the table with you. Better luck next time. In D&D therms, character died. See you not the next game, but the next campaign! That is way much harsher than simply having a set back and "roll" a new character.
But that's
not what happens when someone loses a
character, is it? People don't leave the campaign entirely. Folks in this thread have been
adamant that a dead character doesn't mean you're booted out, never to return. It means you write up a new character. Which is exactly what I was saying
Did you ever played chess tournaments? I did. Guess what, when you're out, you're out. No 2nd chances. There are no "Ho, let's go back to this move and see what you will do from there". You're out! I showed many people how to play chess and I never ever let them win without fighting for that win. We would analyze their game(s) together and we would look at what could have been done better. But I never, ever let them win. When one of my friend finally beat me at chess in college, he yelled "YES" so loud and so many times while jumping around that people were wondering if he had went mad. It was just a game of chess, but for him, he had finally beaten me. Fair and square. He had finally done it! (And it would not be the last time either.

)
Again:
your analogy fails because you, yourself, have said that players are NOT booted from the campaign if their character dies. Thus, clearly, we cannot analogize losing a character to losing a game of chess in a chess tournament, nor to losing all of your betting money in a poker tournament, because losing your character
doesn't force you to stop playing. Instead, it forces you to wait until the next hand is drawn, doesn't it? Which is exactly what I said. You have to wait until you can draw again, and then you continue participating.
Hence why I said above, you have to actually show
why the analogy is bad, if the person giving the analogy has already shown that it has relevant characteristics. Which I have.
And this is the sense of accomplishment you get in D&D when the DM is not handling you "victories" without earning them in earnest. They have known success despite the traps, monsters, foes, events and what not that were thrown at them! They earned their victories by struggling, convincing or fighting for every inches/encounters they did. The more dramatic these were, the longer they remember. Hell, I have old players retelling me their exploits from over 30 years ago when we meet. And you know what? Even after hundreds of players, I remember these events as well. Because they had earned it and earned it in memorable ways. This is the kind of stories that arise from a game where there is a real possibility that the characters die.
Okay, Helldritch, I'm going to say something very, very clearly here. I hope that this tells you what I'm trying to say as succinctly and explicitly as possible.
Stop insulting me by saying I hand my players their victories. It is extremely rude, and is exactly the opposite of what I'm doing.
I do not--
EVER--"hand" victories to my players. I do not--
EVER--make it so that, if my players suffer a loss, that loss is somehow wished away. I would not--
EVER--manipulate the dice, fudge rolls, rewrite the story, railroad, or any of those other tricks, because I consider them completely inappropriate (to an extent that others, some in this thread, have found problematic, e.g. I consider these techniques to be lying and cheating.)
Absolutely none of that,
not one single thing, means that "loss" MUST EQUAL DEATH. You keep doing this! You and almost everyone else here! You keep mocking me and what I do by straight-up telling me that my players must win at everything forever simply because
their characters cannot permanently, irrevocably, randomly die. That is WRONG. My players suffer setbacks FREQUENTLY. They have usually had the wit and wherewithal to fix their mistakes and recover from those problems, but it absolutely could
and has gone the other way in tense moments. It is ABSOLUTELY NOT the case that I just "hand" them victories.
I just don't permanently kill their characters, with no chance of resurrection or restoration, unless the player is okay with that. That is the
one and only thing I will guarantee won't happen. EVERYTHING else is on the table. Everything. And I absolutely WILL exploit that if they screw up badly enough. They've taken some massive gambles in the past, and gotten through by the skin of their teeth sometimes. They've also absolutely done things that, without realizing it, have empowered or assisted their enemies. Whether they discover those errors of judgment is an open question, and they won't be happy about it when they find out....particularly because it will have permanent consequences they won't be able to undo.