mythago said:
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Losing a beloved character in a campaign- and character-appropriate way can be like finishing a good book. You're sad that it's over, but you really didn't want it to go on forever into tedium, right?
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Except that your now-dead character gets left out of the sequel when everyone else's characters go on to do even more heroic things.
Obligatory Disclaimer Note: Everything written below this note is not a direct response to mythago, but is just speaking generally on the issue at hand after having been inspired by mythago's book comparison.
It's one thing if your character dies at the very end of the campaign, but it really does kind of suck to be the "red shirt of D&D" who dies in the first couple chapters, or just one of the minor support characters who dies somewhere in the middle just to prove that the author isn't afraid to kill off characters in a book.
I don't think all endings have to be melodramatic and painful to be good endings. Not all heros have to die in order to be a positive inspiration to others.
One problem with comparing D&D to a book is that books (except in the case of Robert Jordan) actually *do* end whereas a D&D campaign theoretically never has to end. It can end when the DM and the players are ready for it to end. There need not be a main plot to a campaign, but instead a conglomeration of many, many plots which have beginnings and endings as there is need.
Some of those plots might include permanent character death, but I don't believe they absolutely need to be forced upon a player who doesn't enjoy such plots when there are many, many other enjoyable and character-enhancing plots which could also exist and be explored in a game.
Character attachment is a wonderful thing which truly can enhance the roleplaying experience. I think you have to be able to trust your DM and the other players to a certain extent in order to fully experience this effect though. If your playstyle doesn't match the DM's style, then problems can occur and sometimes even snuff out the desire for roleplaying and/or character attachment. (For me, killer DM's and high mortality campaigns create in me this "why bother?" factor, but the reasons can be different for different people.)
In answer to the original question though, the best way I've found of detaching oneself from a character is to treat it like nothing more than a miniature with a stat card (character sheet) which helps you determine where on the battlemat the figure must move. This figure isn't a real person, it's just a game piece to use in order to "win" (hopefully). Don't bother trying to roleplay and only put the bare minimum of background (if any) on your character sheet...basically no more than the DM requires. Whether or not you enjoy such characters is an entirely different matter, of course, but sometimes you have to do what you have to do if you want to keep playing in that particular game.
