JiffyPopTart
Bree-Yark
I think there should be a "Session 0" discussion in the game about this and everyone should be operating under the same expectations. If you are running a one-off the expectation of character death would be different than a Basic hack-n-slash campaign, which would be very different from a multi-year narrative story akin to interactive fiction.The problem is that IME the player who isn't ready to let go of the character if-when it dies often quickly moves on to denying that anything bad* can happen to the character at all, and will raise a holy stink when it does; meaning I-as-DM have to specifically treat that character with kid gloves unless I want a headache. No thanks.
My expectations of character death change between when I am plucking the character from a pile of 100 pre-gens versus one that I spent a week with the GM constructing an elaborate backstory with the GM including lots of plothooks to various locations and NPCs in the world.
I will say that, in my own personal opinion, no matter how death adverse the game can get....the opportunity for permanent death (or other major penalty) should exist otherwise there is no joy in overcoming adversity. There are other players at my table who always have an overriding goal of "Never lose a character" at the expense of everything else (including other PCs in danger).