Glyfair
Explorer
The Thayan Menace said:In other words ... how many times can a PC (or player) truly ignore imprisonment, ostracization, mutilation, enslavement, divine retribution, physical degeneration, and/or coma?
It doesn't have to be personal. Take the classic "epic campaign." That's a spot where this rule would be appropriate.
Say the players are given the task of defending the village from the secondary villain. If a player is "killed" he can just be rendered unconscious. The only negative consequence is if the party fails. In that case the enemies overrun the village and control it. If appropriate the players might be taken captive (typically because this either gives them a key bit of information, or a chance to reverse their failure).
Every "death" doesn't need to have a major negative consequence. Just the major ones and the dramatic ones. In the above example the a player might decide that a "death" should be the character's death because it's appropriate. It's just not automatic.
Obviously this isn't for every group. I wouldn't recommend it for an inexperienced group. I do think it's more likely to be used by a storytelling focused group, because they don't want to interrupt the flow of events by an out-of-place death (and that group is most likely to suggest an appropriate death).