Is the following question within guidelines? If not, what are some suggestions for how I might modify it to be within guidelines?
How does PC access to life-restoration magic affect a westmarchian campaign?
One of the hallmarks of a westmarchian game is danger, with a high likelihood of character death.
From Grand Experiments: West Marches:
The environment is dangerous. Very dangerous. That’s intentional, because [...] danger unites. PCs have to work together or they are going to get creamed. They also have to think and pick their battles — since they can go anywhere, there is nothing stopping them from strolling into areas that will wipe them out. If they just strap on their swords and charge everything they see they are going to be rolling up new characters. Players learn to observe their environment and adapt — when they find owlbear tracks in the woods they give the area a wide berth (at least until they gain a few levels). When they stumble into the lair of a terrifying hydra they retreat and round up a huge posse to hunt it down.
This implies that life-restoration magic is hard to come by.
However, it's not unreasonable that back in town Clarice the Cleric is willing to cast raise dead for a price ("Get yer raisies here! 500 gp, plus 10% tithe for the faithful, 25% for the rest of you faithless damned heathens!"). Even 625gp doesn't seem a crazy amount for even a low-level party to pony up to save a valued comrade.
My question is this, how has access or lack of access to life-restoration magic in a west-marchian game that you have DMed or played in affected the game?