Dont know your setting but when i choose/create and adapt a setting one of the core, key, most defining elements is. "Death, before and after" so its not "changing my metaphysics", its establishing how these aspects shape the setting for ages prior to the introduction of the PCs. (Or how the setting is reeling and reacting if the timeframe is basicalky linking these changes to the pcs.)With respect, if you have to specifically design your metaphysics and embed options before play begins to not have death be an end to a story, that says to be that death is not particularly friendly to story. It weakens the "not an enemy" posit considerably. "You aren't my enemy, but I have to behave *just so* around you so as to not have you bite my butt." Maybe not an enemy, but it is an aggressive animal staring at you and growling [emoji14]
For D&D at least, there's already elements design for this - this is what resurrection and raise dead are for. No further work needs to be done in the game to make it not the end of the story. If you really need the character in play, some benefactor can do it an exact a price.
But, as a general thing... being present after death is a game conceit that is a poor fit for many stories. My Ashen Stars game, for example - the game itself does not have a specific "come back from death" mechanical element. But it is Space Opera - there could be a clone, or someone from an alternate universe, an uploaded version on a computer, or some time travel shenanigans to bring the character back. But most of those would read as pretty forced, unless the PCs initiated them. It just doesn't quite fit.
In my current scifi game, the possibility of return from death thru "soulcaches"' was an element that shapes a lot of the setting and was introduced early on as PCs were sent to recover some dead guy for rejuvey with a bonus if they beat the clock (cheaper rejuvey) and brought back intact body.
This gets to me to be the core point - some GMs give relatively,lityle thought to the subject but its not dice that kills you or story but that lack of thought, lack of consideration and lack of integration between death(before and after) and the "world" they jumped into and started playing dice to see who wins.
The story usually comes from choices... flavored by many elements, not just dice.