A revolving door as a trope that is very common. For example, Arkham Asylum is said to have a revolving door, where criminals get in the door and right out again, repeating their shenanigans, though this is also called Cardboard Prison. Relationships that are on-and-off-again are called Revolving Door Relationships, if the moral side of a character flips between two extremes again and again, it's a Heel-Face Revolving Door - Today a Villain, tomorrow a hero and back to the start again.
Akin to that, the trope of "Death is Cheap" can also be named a "revolving Door of Death" or "Revolving Door Afterlife" as well as "Comic Book Death" and "More Comebacks Than Lazarus".
What is a game with Revolving Door Afterlife/Revolving Door of Death?
A game that qualifies for the trope has generally these characteristics:
- Death is not final and reversible
- Reverting death has some -cost
- costs are not the self of the character, and don't alter or pervert the character.
Without the first spot, All Deaths Final would apply. Games that use that don't allow coming back as yourself at all. They might allow communication with your departed soul or for the soul to become something different, but you can't be resurrected. So the counterpoint here is: The game allows with some mechanic to get the dead person back to life as themselves.
The second point is all that separates Death is Cheap from They Killed Kenny Again. Think of Paranoia as just about not going to the territory: If your PC dies, there's almost no repercussion but for your reserve clone amount going down. In the case of D&D, this has been historically some amount of XP and money. The price is commonly not neglectable.
The third point separates this setup from games that treat death as a highly traumatic experience or one that perverts the character. A strange example of this is Mummy the Resurrection, where the first death changes your character from before the prologue to something entirely new, but every death after that is either cheap (you just lose a year or three) or a slap on the wrist.
Now, the Revolving Door can feel entirely different depending on the price or impact of death: If it is merely monetary or a temporary setback, then the impact of death becomes nearly none, and then the game feels more revolving door than in games where the price of death is considerable.
Games that run Death is cheap
A random choice of games that do this are:
- Mummy the Resurrection revolves around this to some degree, but your first death alters you. After that, dying is an inconvenience to some mummies. However, others can get into trouble as they lose months to decades before coming back, and kind of lose touch or their last projects in the living world.
- D&D / Pathfinder associate a price with death. In some editions that is a price in XP, statistics or negative levels and gold, in D&D 5th edition, the price is mostly cash.
- Spells that embody this are Revivify, Raise Dead, Reincarnate, Clone, Resurrection and others.
- Paranoia is an embodiment of this. You have X clones. There's no consequences to losing any clone but the last.
- Eclipse Phase just puts a price on your next life. But if you can't pay... you're out.
Death is cheap is NOT death is preventable!
On the counterpoint: Some games do allow to prevent death by burning some kind of resource to not die, but that does just mean that your character doesn't die in the moment. These games are not Death is Cheap.
- Shadowrun. If you are dead, you are dead, no way to get back. You can prevent death by burning Karma, but not come back from it if you don't do that.
- Legend of the 5 Rings. Same, but you pay in Void points.