Wulf Ratbane said:
The real trick in design is to keep the risk real, while mitigating the actual possibility of campaign-halting character death.
Good movies and stories do it all the time. We're never in any real danger of losing our protagonist, so we watch not so much to see whether the hero will win, but how he will win, and what choices/risks/sacrifices he will have to make on the way.
To be frank, that's not what I want out of a game. To me, that's part of what sets a game apart from a show, gives me something that a typical TV show fails to deliver.
I recall an SF TV show where half the crew of the ship are caught inside a giant space monster, bemoaning how they are going to die. But I knew they wouldn't. It all came off so hollow.
It's the same feel I get if I ever find myself saying "the DM won't kill us." After I noticed a palpable difference in my enjoyment level of a game in which the DM is willing to tip the PCs back on their heels, and even claim one or two, I adopted the technique and now, would never go back to the "holodeck safeties" approach. Everytime I read about astounding fights in the game that take many casualties like
here -- and experiencing breathtaking fights myself -- I find that too much of a safety net really prevents this sort of exhilarating game from happening.
But there is more. I found that once you have such a session, the players
get the point and don't casually assume their characters won't die. This means that without making every fight a knock-down/drag-out, the game takes on a more tense feel.
This relates back to the topic at hand. If players know their PCs can die, there is a more palpable sense of dread. Creatures that have such abilities SHOULD inspire such a feel. I feel that stripping them of the capability to snuff out the life of a character robs creatures of some of the emotional content they bring to the game.
Rejoining the topic of "not considering PC death a valid option", the typical RPG is not about the exploits of a single character, but a group. A "campaign halting character death" is not the death of a PC. It's a TPK. So long as once character remains, the group can go on. (And as barsoomcore demonstrates
here, there's even some wiggle room there.)