Grazzt
Demon Lord
I would go with indifferent.
Sometimes the dice conspire to kill a party, but most of the time the party should have realized they were overmatched and tried something else. Also, adventuring is dangerous, it should not be a 100% success endeavor.
But if the group likes it that way, go for it.
Yep. Agree with this. More times than not when I've been on the DM side or the player side of a TPK, it's usually the players' fault. Rarely (as DM) have I seen the dice be the reason for it (and I'll usually fudge it if it wouldnt work well for the story or whatever; most of the time I just let it go...that works for the story too).