If they're easily (or, more accurately, frequently) replaced then they'll be regarded as easily/frequently replaced. One leads inexorably to the other. Look at one of the most lethal (in terms of PC survivability) games in existence - something like Paranoia. Characters die every five minutes, and as a consequence are not viewed as valuable in any sense. If death is more rare, then death becomes a bigger deal.While I agree one possibility is that the game is too lethal, another is that the GM wants the players to view their characters as more than playing pieces that are easily replaced.
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