Yes, "extra work" is a key issue.
In both GURPS and RoleMaster, I have had characters bite the dust after basically just a few seconds of active play. (If there had been more to do beforehand, instead of starting in a fight, then I could have gotten so many more minutes out of them.) Maybe those were flukes that one should not expect to see in a thousand character-hours of play, but in the event they happened right off the bat.
In OD&D, I would not mind. It takes but a very few minutes to roll up even an experienced character (even a magic-user) without Supplement I elaborations. Replacing a 1st-level character is simple. Moreover, canny players will tend eventually to acquire as many henchmen as their charisma and circumstances permit, and to cultivate the careers of at least a couple.
With GURPS and RM, it takes longer. The very amount of effort put into generating a unique set of "stats" (include skill ratings, advantages, and so on) makes it seem awkward to recycle a character sheet. The numbers are more distinctly associated with "Allen Miller" than in OD&D, in which it is chiefly biography -- in my experience, above all what has been done in the game -- that distinguishes A.M. from Eric Carpenter.
There is a similar effect when pre-game PC biography is critical to a scenario. That is one reason I tend to prefer more open situations to more carefully plotted ones. However, I find it easier to improvise satisfying quick fixes in a plot-heavy case than in a mechanics-heavy one.
In general, the greater the investment in such preparations, the greater the inconvenience of sudden, chance-based character death.
One solution, though, is to put in enough more work ahead of time to have a "bullpen" of characters ready. If character generation makes for a fun solitaire entertainment, then this may work quite well.
In both GURPS and RoleMaster, I have had characters bite the dust after basically just a few seconds of active play. (If there had been more to do beforehand, instead of starting in a fight, then I could have gotten so many more minutes out of them.) Maybe those were flukes that one should not expect to see in a thousand character-hours of play, but in the event they happened right off the bat.
In OD&D, I would not mind. It takes but a very few minutes to roll up even an experienced character (even a magic-user) without Supplement I elaborations. Replacing a 1st-level character is simple. Moreover, canny players will tend eventually to acquire as many henchmen as their charisma and circumstances permit, and to cultivate the careers of at least a couple.
With GURPS and RM, it takes longer. The very amount of effort put into generating a unique set of "stats" (include skill ratings, advantages, and so on) makes it seem awkward to recycle a character sheet. The numbers are more distinctly associated with "Allen Miller" than in OD&D, in which it is chiefly biography -- in my experience, above all what has been done in the game -- that distinguishes A.M. from Eric Carpenter.
There is a similar effect when pre-game PC biography is critical to a scenario. That is one reason I tend to prefer more open situations to more carefully plotted ones. However, I find it easier to improvise satisfying quick fixes in a plot-heavy case than in a mechanics-heavy one.
In general, the greater the investment in such preparations, the greater the inconvenience of sudden, chance-based character death.
One solution, though, is to put in enough more work ahead of time to have a "bullpen" of characters ready. If character generation makes for a fun solitaire entertainment, then this may work quite well.