Regarding this...But protagonists suffer setbacks all the time. Usually at the end of the second actThe GM always has a choice, whether you know it or not: put the rules first, or put the story/fun first. If you put the rules first, you might be lucky enough to see the player's eyes well up with tears, realizing that his character was not, in the end, THE protagonist. [emoji317]
I think those obvious efforts are called Death Saves.
Soooo avoidable (at first level):
No fudging or nerfing necessary. Unless your definition of nerfing is "modifying encounters to be something other than suicide-death-pacts."
- PCs can choose to run away from fights.
- If a fight is unavoidable, PCs can throw down their weapons and beg for mercy.
- PCs can enlist help to attain overwhelming odds.
- GMs can provide level-appropriate encounters.
- GMs can play opponents intelligently, to include using realistic morale.
- GMs can provide non-combat encounters. (Yes, they exist.)
- PS maximum 1st-level hit points. And death saves.
"But protagonists suffer setbacks all the time. Usually at the end of the second act [emoji4] The GM always has a choice, whether you know it or not: put the rules first, or put the story/fun first. If you put the rules first, you might be lucky enough to see the player's eyes well up with tears, realizing that his character was not, in the end, THE protagonist. [emoji317]"
Depending on system, its not even a case of rules vs story but rules allowing you to choose...
One example from the world of D&D
"Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM."
If you are gonna run a story-tied-pc game, choose ruleset and setting definitions to let pc death not be the enemy.
Rule, setting, story, pcs etc should all go hand in hand, not compete or conflict with each other.