Tefmon says:
If any PCs die in this first combat, do their respective players roll up new characters immediately, or are they out until we re-establish contact with the rest of the Sith Empire?[/ooc]
I won't make anybody stay out that long, and how we brought characters back in would require some flexibility, to be sure. You could definitely roll up a new character immediately, and we would find a way to work it back into the game. Depending on the situation, this might put limitations on character creation. E.g., if you die now, it wouldn't make
any sense to bring you back in with a Sith character from Akrultos. I wouldn't want to bend the game world that much to accommodate it. Now, let's say a year from now your character dies at the hands of a Sith Lord as punishment for disobedience or some such, while your at a Sith base of operations, say on Bonadan, we could work in an Akrultos Sith.
Ultimately, depending on the situation, we'd have to come up with something appropriate and cross that bridge
if we come to it (I say
if because I'm not 'out to get you').
What I'll add to your question is this: In all the game's I GM, both table top and PbP, I try to encourage smart play as part of a believable game. By believable, I mean that Bob the bounty hunter doesn't just run into the Imperial base guns blazing, expecting success. So, to encourage players to shoot for longevity, I reward not dying. The way I do this is simple: when rolling a new character, it will be of lower level/less powerful than those who are already in the group.
In the past I've done things like adding up the current group members XP total, dividing it by [group size +1], and giving them that much XP to create a new character with. This brings them close(ish) to the group's level, but tips the hat to those who've been around, and appropriately so.
Example:
Let's say out of the five of you, one of you dies. I add up the remaining 4 group member's XP and get a total of 1600 (each of those four averaging 400 XP). Now, to take into account the new addition to the group, I take the 1600 XP and divide it by 5 (living group +1). Doing the math, we get an answer of 320, which is how much XP the new character would start with.
Now, elaborating on the group's future from there, let's say the five of you continue on and earn another 80 XP on average, members would have: 480, 480, 480, 480, 400. And, let's say that two of the 480 characters die in the same battle. Now, we add up (480+480+400) and get 1360. Since there are three remaining characters, we would divide that number by 4 (still living group +1, even though we're adding two new characters). That would give us a total of 340 starting XP for new characters. After new characters are added to the group, the XP levels for the members would be: 480, 480, 400, 340, 340. As you can see, the continued success of the group is of value to keeping character levels higher as well (meaning, letting someone die is bad business for everyone).
I've also been known to do something far simpler, wherein I simply average the 'living' group members' XP and give the new characters that minus about 20-30%, depending. Typically, when new characters need to be made, I examine both options and decide which one feels right
Ultimately, the idea is to reward smart play, so that characters who do become more powerful have earned it, and rightfully possess the status to reflect it.