Its generally accepted that if you have a TPK (Total Party Kill), something somewhere has gone horribly wrong. However, that doesnt necassarily mean that us GM's should be actively avoiding them, or that we should be avoiding player characters dying in general. I vaugely remember having a discussion with Pants about this ages ago, and I seem to remember we roughly agreed on how it should be handled, but I would like to see what you lot think too.
The way i see it, there are basically 6 ways to deal with player death. I'll list them from most extreme at one end to the other extreme. Im pretty sure that none of you would want either of the extremes, im just including them there for the sake of completeness and easy comparison.
1) No one ever dies. The GM should do everything up to and including cheating like mad to make sure that although the PC's can get pretty banged up, none of them will ever die in any situation, ever. Obviously, TPK's will never happen.
2) Stupid to Death. The GM's should do as above, unless the player has done something particularly stupid. In other words, if any PC dies it should absolutely, undoubtably be thier fault. They should never die due to something completely out of thier hands, and should never die based purely on a dice roll. TPK's will almost certainly never happen
3) Rare death. Similar to 2, except GM's should only handwave/cheat so that PC's can die if the death would have been undramatic and/or plain dumb. Death in, for example, combat due to a string of shitty dice rolls should be allowed. Death due to a string of spectacularly shitty dice rolls whilst climbing up a drainpipe on a small building should not be allowed. TPK's are still incredably rare, and should only happen if it will somehow be awesome for everyone involved.
4) Death happens. The GM should just go with the story and never cheat. If that means that players die, so be it, even if its in a really undramatic way. Rules are rules. TPK's, whilst not common, could happen and could theoretically seem to come out of nowhere from the players point of view.
5) Kill em all. The GM should go out of thier way to fuck over thier players, without just presenting them with impossible situations and without cheating. PC's are going to die, a lot, and a fair amount (but not all) of game sessions will end up with a TPK.
6) Rocks fall, everyone dies. The GM should go out of thier way to kill the players using any means necassary, including cheating or even just saying "suddenly there is an extinction level event. You all get roasted to death." Every single game ends with a TPK, possibly followed by the GM getting dickslapped by angry players.
Just for clarity, when I say "cheating" here, I am specifically talking about doing something that does not comply with the rules as written, as you could argue that the GM cant cheat. I dont want to go there, as its a pretty stupid argument. I'm talking about things like fudging dice rolls, metagaming, etc. Also, im well aware that there are a whole spectrum of play styles that fit in between the above catagories, im just laying them out like that so we have something to use as a reference point.
Personally, I think that going too far to the 1 end of the scale takes out the drama. If you know you cant die, there is no risk, and if there is no risk there is no excitement. However, going too far to the 6 end of the scale has problems too: players get attached to their characters and tend to get pissed if they die in crappy ways. So I tend to go for something around 3. If something has just happened that *should* mean that a player has just popped his clogs, I imagine what the average reaction to that death will be, for the group as a whole. Reactions like "HOOOLY SHIIIIT! WE ARE ALL GOING TO DIIIIEEE!" is perfectly acceptable. So would "Whelp, its sad to see him go, but what an exit!" is also cool. "Oh. huh. OK then" is not an OK reaction. If its more likely to get the latter than the former, im inclined to cheat a little, maybe with a fudged dice roll, or the sudden and unexpected arrival of a Doc Wagon team. The exception to that is if the player has gone in willingly. If they know full well that what they are about to do could end in thier sudden and ignominious demise, and then it does, well...you knew what you were getting into. For example, the Bug Hunt game in Shadowrun could very easily have ended in a dead Frank, if the Demonically-powered Chopper hadnt passed out first. Hell, it came close to Frank being hynotised into blowing Choppers head clean off just before that, which would probably have ended in both of them being bug chow. I would not have handwaved either of those deaths, as both Pete and Roman knew what they were getting into, and death at the hands of a queen insect spirit whilst in the depths of a hive would have been quite a dramatic death.
Having said that, I always get a bit nervous when im putting my players into possibly deadly scenarios, as im never quite sure where you lot really feel you are on that scale. I dont want to kill one of you off only for you to shout "BULLSHIT!" and never play again, but I also dont want to mollycoddle you so much you get bored. So where do you want the line to be drawn?
Holy crap, that was a much lengthier post than I thought it would be.
