shilsen
Adventurer
The Shaman said:If it's fun to go through the motions, facing encounters that are meant to appear dangerous to the characters but really offer no meaningful consequences for missteps, then more power to you. Putting the narrative ahead of the game is certainly one way to play.
It is, however, anaethema to my own preferences when I play.
Fair enough. I think you're missing, however, that death isn't the only meaningful consequence for a misstep. I run two Eberron campaigns where death really isn't an option, since PCs can use action pts to change a killing blow into one that reduces them to -9 and stable. But combat is just as fun and exciting as in games I've run (or played in) where death is a possibility, for a few reasons. One is that even if PCs don't die, if they lose there are all sorts of nasty repercussions, including loss of equipment, being kidnapped, failing at something important to the PCs, etc. And one should never forget the simple issue that players just hate the embarrassment of their PCs having their asses handed to them.
Incidentally, taking death out of the equation isn't necessarily due to narrative protection. In my case, it began because I had a group of people who really, really hated creating and introducing new PCs. Since the campaigns have very low and almost no availability of resurrection magic, and also happen to be very heavily character-driven, with the current narrative arising out of the characters' choices rather than because of an overarching DM vision, it's just much easier not to have characters die.