JRRNeiklot
First Post
I use checkpoints. If there is a tpk, the game resets to the last checkpoint, which is back in town before character generation.
Edit: Actually, my campaign did recently "revert to saved", but it wasn't because of a character death. Basically, I screwed up on time management at the end of a session, leaving us stuck in the middle of a combat that looked like lasting another hour or so (and at 11pm at night, when we all had work the next day). Rather than slog it out to the end, or ending the session in mid-combat, we instead agreed to revert the group back to a point a little before that encounter.
I wonder if having a reason behind the revival would give more time to role-playing and less to worrying about death, I don't know but I do agree with most of the people here that death is an important mechanical effect that the players must avoid to the best of their ability, maybe the players need better teamwork and a realisation of when to back down and the tactics required when fighting defensively.
You could give them an omega 13!