Many RPGs, whether fantasy or sci-fi, include the concept of returning from death. In some campaigns, it's just a simple spell with a fixed price. In others, there may be quests to fulfill. I've played in a sci-fi game where you paid a hefty fee for "brain tapes" and cloned bodies. I've also played in many campaigns where death is final.
One thing I haven't seen much in fantasy games is serious thought about the impact of resurrection on the world and its cultures. (Science fiction often handles this better.) In most fantasy settings where resurrection is available, I would imagine that wealthy people hardly ever permanently die except from old age or in freak accidents where their bodies are entirely destroyed. Yet the game worlds have plenty of lore about assassinations, heroic generals who were slain on the battlefield, and various other tidbits that imply that most of the time, death is just as final as it appears to be in our reality.
How have you handled this in your games? Note that this is not the thread for discussing whether death should be final. Rather, presuming that death is not final, what setting implications should GMs be mindful of?
One thing I haven't seen much in fantasy games is serious thought about the impact of resurrection on the world and its cultures. (Science fiction often handles this better.) In most fantasy settings where resurrection is available, I would imagine that wealthy people hardly ever permanently die except from old age or in freak accidents where their bodies are entirely destroyed. Yet the game worlds have plenty of lore about assassinations, heroic generals who were slain on the battlefield, and various other tidbits that imply that most of the time, death is just as final as it appears to be in our reality.
How have you handled this in your games? Note that this is not the thread for discussing whether death should be final. Rather, presuming that death is not final, what setting implications should GMs be mindful of?