People have explained, repeatedly, that not die means through general means like bad die rolls/unluckiness etc. If you looney tunes, engage in behavior that's clearly suicidal (rather than adventurous/ a bit reckless) then they'll oblige - and likely not ask you back.I'm buying in to playing my character to the reasonable best of its abilities, such as those may be. (I'm neither munchkin nor powergamer, hence "reasonable best")
If the game gives me the ability to not die, it's kinda dumb of me not to use it.
Unless of course, the concept really is that (a la Plansecape Torment but for a whole party). In which case, it changes the dynamic of play quite a bit - but in a really interesting way! Heck Torment had a puzzle where the whole point was you had to die several times in specific ways - to complete it.
The concept is only horrible if abused - why do you keep assuming players will abuse the concept?That's just it - I am buying in to a central concept of the campaign, that being that PCs can't die. At the same time, I'm trying to point out just how horribly bad that central concept is.
Or, again, Planescape Torment - often touted as the best of the D&D CRPGs - I think a concept like that for an entire party could be really awesome!