Different folks
Yeah, different people like different games, find out what your players expect, and try to at least stay near that, or else you will find yourself without a group. I've handled PC death any number of ways. Currently in WLD, I have told my PCs that death is not only possible, but likely inevitable in the game. Not a single player is still using his original PC, and everyone is having a blast. I*'ve also played a more cinematic game, where PC death is much less common. My general rule of thumb in these games are the PCs are heros, and can thus make amazing escapes and get away with more than your average person. I generally will fudge dice rolls to keep PCs alive, but also reserve the right to fudge them to hurt the PCs if I feel it will heighten the dramatic effect. Occasionally, a PCs life will hang in the balance of a single die, and nothing beats watching the entire table wait anxiously as I say something like "well, looks like your going to have a tough time pulling yourself up before you fall into that lava, you need a 16 to live here" and send that fateful d20 spinning through the air to land on the table. Finally, I've had a long standing rule in most of my games that I will not fudge any dice to save you if your actions are stupid. I do this to try to keep the PCs from relying on me too much, thinking I'll GM fiat them out of any mess they get into (and there have been a few times I've had to enact this rule).
Ultimately, as I said before, talk to your players. I've found that these systems work for me and can be great fun, but not everyone enjoys the same game.
Yeah, different people like different games, find out what your players expect, and try to at least stay near that, or else you will find yourself without a group. I've handled PC death any number of ways. Currently in WLD, I have told my PCs that death is not only possible, but likely inevitable in the game. Not a single player is still using his original PC, and everyone is having a blast. I*'ve also played a more cinematic game, where PC death is much less common. My general rule of thumb in these games are the PCs are heros, and can thus make amazing escapes and get away with more than your average person. I generally will fudge dice rolls to keep PCs alive, but also reserve the right to fudge them to hurt the PCs if I feel it will heighten the dramatic effect. Occasionally, a PCs life will hang in the balance of a single die, and nothing beats watching the entire table wait anxiously as I say something like "well, looks like your going to have a tough time pulling yourself up before you fall into that lava, you need a 16 to live here" and send that fateful d20 spinning through the air to land on the table. Finally, I've had a long standing rule in most of my games that I will not fudge any dice to save you if your actions are stupid. I do this to try to keep the PCs from relying on me too much, thinking I'll GM fiat them out of any mess they get into (and there have been a few times I've had to enact this rule).
Ultimately, as I said before, talk to your players. I've found that these systems work for me and can be great fun, but not everyone enjoys the same game.
When I was writing my handout, it just wanted to impersonate a travel brochure, so that was in keeping with the tone. Once I got into the meat of it that was toned down, and I used DM.