I do agree that anyone can play any way they like and that expectations should be discussed.
I've never understood how in a games that track hit points as a measure of your being aliveness that people can be surprised and or upset that their PC dies. Its right there on the page that says when you reach 0 (or whatever the final state is in the edition you are playing) you are dead.
Making characters is easy (well...easy enough), keeping them alive is what the game is about. Take risks fellow travelers...be bold...punch fate in the jibblies!!!!
I really don't know what I'm talking about.
Have a great day fellow gamers!!!
I am not upset about the possibility.
I get upset about, as I have said many many times on this forum, deaths that are
all three of: random (=caused by something completely beyond player control, e.g. dice, or DM whim, or secret rules the player wasn't allowed to know, etc.), AND irrevocable (=the death cannot, in practice, be reversed), AND permanent (=the death won't be un-done on its own).
A player choosing to do something really foolish, which they were warned could have deadly consequences, isn't a random death--it's well-earned, and thus perfectly acceptable even if it's permanent and irrevocable. A player accepting that their character very likely will die, e.g. as part of a heroic sacrifice, is a non-random death and thus acceptable, even if it is permanent and irrevocable. Getting critically hit by an attack at just the wrong time is a random death, but if the PCs have access to resurrection methods (even if they cost money/resources/etc.), then it isn't irrevocable. Or if, say, the PCs all die, a genuine Total Party Kill, but then they get woken up by an angel who recovered their bodies and had them resurrected, with the expectation that they'll help said angel deal with the thing that killed them in the first place. ("When vengeance serves the cause of justice, even one such as I cannot call it evil.") Or if, say, a PC definitely dies...and then somehow stands up anyway? Suddenly we have a HUGE, JUICY story hook,
what the hell happened to make this be the case????
But the type of deaths Lanefan and other OSR fans speak of are exactly those three things. Almost entirely random, often resulting from information the players couldn't possibly acquire or the fact that the dice are so damned swingy almost anything could happen and nothing can be predicted or managed
at all. Resurrection is heinously expensive (I don't mind cost--I do mind "you'll never afford it unless you go almost-permanently into debt or save up for
literal years of sessions") and gated behind very high-level spells (again, "you'll never get it unless you have a cleric that survives for
literal years of sessions"), and deaths are always permanent.
Death is a good and valuable tool. It is not only just
one consequence among many, it is by far not the best nor most useful consequence. Hurting, or even just
threatening, the things, people, or status that a PC cares about is almost always a superior tool for producing interesting, engaging gameplay and roleplay. Death terminates both. You can't play the game with a dead character, and you can't roleplay a dead character (well, I guess you can but "laying there silently" isn't exactly engaging!)