There has been a lot of discussion about how lethal DW can be and I generally like the way the conversation is trending (that death is not a player "mistake," but just an expected part of the game). However, this almost requires the referee to allow plentiful opportunities for resurrection. I am not against resurrection in principle, but rather than make it a standard thing one can purchase in any major city, I'd rather follow Dungeon Crawl Classics assumption that any such far-fetched effect (like bringing the dead back to life) should be a new adventure every time (DCC recommends, for instance, making the players adventure into the pits of hell to rescue their comrade's soul, or play a game of chance with Death himself etc).
These adventures should be different every time, and probably more rare than the lethality of DW allows right now, so has anyone tried using the Conviction and Death Flag variant rules from E6 to make death more a narrative decision? Those rules can be found here:
http://dungeons.wikia.com/wiki/E6_(3.5e_Sourcebook)/Variant_RulesI would not use Conviction points to modify die rolls (as I think it is critical that one makes a risk and lets the dice fall where they may in games like DW), but I would let Conviction be spent in the place of hit points to resist damage, or they could be spend as points of Hold on any roll. Lowering the Death Flag would require spending 6 combined points of Conviction/HP.