Crazy Jerome said:I did see enough other people running games to suspect that the deadliness of a game has more to do with what the DM wants, than anything else.
That's exactly what I was trying to say. With the addition that it makes anecdotal experiences hard to evaluate from the player perspective, since generally only the DM knows how the system was affecting his ability to maintain the fatality rate the way he wanted it. The players IME typically don't see the numbers involved.
Crazy Jerome said:Likewise, loss of an operational resource is one obvious thing that can be signficant short of death. Taking these away could encourage a subset of DMs to become more deadly.
I think it would encourage almost all DMs to be more deadly, because they would think of most encounters in terms of "is this worth having? ie. is this dangerous enough to be interesting". Now encouragement doesn't mean that DMs wouldn't find a way to compensate. To continue your alchohol analogy - alchohol never brings out the "good driver" in anyone, it creates a set of circumstances that can be overcome but at a greater level of challenge.
So yes, I think deadliness is inherent in a system that is saying "the main thing of significance in an encounter is it's chance of inflicting death". I believe that removing operational considerations from encounters creates this effect. The result follows.