It's a complicated question without a good answer. Some games treat character death as a common occurrence. Of particular note are early editions of D&D and more modern games that try to emulate that old school feeling. There death is frequent and can occur as the result of a single action. "Save or die" effects, nefarious traps with no (or a hyper-specific and unintuitive) method of escape, and ravenous monsters claim countless lives in those games. The tone of the game is to keep the characters constantly under the threat of death, always on their toes.
Other games almost treat death as a cardinal sin. In order to die, actually truly die, the character has to suffer some pretty incredible amounts of damage or roll very poorly on an injury table. Or the game treats death like a minor speedbump, with plenty of room to bring once-dead characters back to life through magic, science, divine intervention, or some combination of the three. Interestingly, there is a bit of overlap between games that kill characters at the drop of a hat and those that allow this kind of freely-distributed resurrection.
When deciding if it's time for a character to kick the bucket, first consider the assumptions of your game. You can be much looser with these rules in a setting that allows for resurrection, cheap or otherwise, but in general I try to keep some of the following things in mind when a character is about to bite it. As the Game Master you're the ultimate authority of your own game world and only you can arbitrate when the time is right.
Did the Player Screw Up?
And I mean really screw up. This can mean ignoring the ticking clock on a massive bomb the character is using as a chaise lounge, picking a fight with a greater demon right out of character creation, or running head-first into the path of an oncoming mag-lev train and thinking that it will break first.Sometimes the only logical outcome for such a screwup is the character's death. I advocate full disclosure in events like these (e.g., "You can certainly try to jump from the top of the Burj Khalifa onto a passing hovercar, but if you miss you're probably going to die."), but if the player wants to take the action anyway, let 'em. Let the dice fall as they may.
Is it Fair?
Character death should always be fair.Time for a personal anecdote. I played in a game once where the game master killed every character in the game. It happens. See my post on Dread for a game where it's damn near supposed to happen.
The difference being, in this case, the deaths weren't fair. We were not provided any information about what was leading to our deaths. If I recall it was a colorless, odorless gas that had been pumped into the entire facility we were exploring. The reason it wasn't fair is that it was random, none of our inquiries provided us with insight as to how to avoid it, and it killed us stone dead without a chance to avoid it.
But life isn't fair, I can almost hear some people saying. I agree. Who can say how many people suffocated by spelunking in toxic environments under remarkably similar circumstances? The chief difference is, life isn't a roleplaying game. Roleplaying games are something we do to have fun, and arbitrary twists of fate like that, while a sometimes accurate simulation of the real world, feel petty and a whole lot like bullshit to the players who endure them.
Does it Matter?
This is a big one for me. You see, when we play a character we tend to get invested in them. When our character's die a meaningless death, it stings. When that death is for some greater good, though, we can remember it with a bit of fondness.Character death can be a potent tool for the story of a campaign. A character nobly sacrificing him or herself to save the life of another, or to provide an opening for the rest of the party to destroy the ultimate villain gives that death dramatic weight. It's why you see it in so many books and movies, from Darth Vader sacrificing his life to save Luke in Return of the Jedi to Ian Malcolm sacrificing his life in Jurassic Park to protect Lex and Tim. (Ian's example is interesting, because it shows how a Game Master can take what is by all rights character death, and keep the character in the story afterward. I suspect the theoretical Game Master liked the way Ian's player portrayed the character and worked out a way to keep him around).
These noble deaths have one important element that cheaper deaths lack: character choice. Letting the player choose when a character punches his or her ticket keeps the character squarely in the player's control. It doesn't rob the player of anything, because the player is the one who decides when and how it happens.
Do We Need Death?
One last thought before I sign off. It may sound like I avoid killing characters like the plague. That's not entirely true. While I try to make sure that it fits within the above parameters as much as possible, I think character death is important. Peril is one of the strongest tools a Game Master has to motivate the players and their characters. There are few greater perils than death. Death isn't the only peril in our toolbox, but it is the big one.
When we're running games, I believe it's important that everyone plays by the same rules. If the characters are willing to pick up weapons that are capable of killing off the NPCs, it follows that the reverse should be true as well. A gun in the villain's hand should be as potentially lethal as one in that of a player's character.
