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I'm fine with dumb deaths in games...But getting killed by quicksand just seems dumb. It has no goals, there is nothing heroic about it and nothing to get revenge upon for the rest.
I don't know how to handle natural hazards. Whether its cinematic quicksand in the Wild West or radioactive rain in Gamma World, I have no clue how to make it into interesting gameable content other than as background colour. I may make a mess out of explaining this, possibly because I don't fully understand the problem myself.
Here's the thing. In a movie, if named character gets caught in quicksand, unless its horror or the villain in the final ten minutes, you know he will get saved. It's made exciting by the acting, the way it's shot and the music, but in the end it's basically empty content. In most instances you cut the whole sequence out of the film and the story would make just as much sense.
Games aren't movies. Empty content, content made to seem exciting through description doesn't do anything for me. On the other hand, I am not prepared to have characters die just because they failed a succession of Wilderness and "grab the rope" rolls.
Dying in combat is different. There is usually a good reason to enter combat, and bigger purpose of agenda the character is prepared to put everything on the line for. Ideally wining a fight should be more than just surviving, it should actively forward the parties's goals. If a character dies in combat the survivors may have new motivations for revenge. And of course, during combat itself characters have a lot of agency, the outcome is rarely just bad luck.
But getting killed by quicksand just seems dumb. It has no goals, there is nothing heroic about it and nothing to get revenge upon for the rest.
So I guess to make quicksand useful I would need either
(1) A different kind of consequence than just death
(2) A mechanical framework that makes beating quicksand tactically interesting
I am sure it can be done and people do it all the time. It's just never clicked for me.