>>7500776>>7502061>>7502301>Are they toys with prior memories?They're not toys. They're characters. "Actors", if you will.
>can they ever die?You find out if/when it happens.
>why would they be in the same world, on the same team?Not important, they almost never represent the actual characters they portray, they represent archetypes: "Bad guy", "cool guy", "smart guy", "love interest", "hero", "butler", etc.
>what happens if one dies in the lore?What happens when someone dies IRL? You fucking deal with it when it happens. You'll know when it happens because it happens organically. You suddenly realize all too late that the smart guy and his skills are very, very ineffective in this serious life-or-death fight against this particular bad guy's weapons/methods. It just "makes sense" that unless the smart guy has some kind of serious trick up his sleeve (which he likely won't, because that would require foresight, which children don't have), or if some less-than-favorite character has just kind of lost any kind of presence or role in the story or other characters' lives, they will likely end up dying or getting otherwise "written out" of the story whenever it just feels like the most convenient or logical thing to do in the moment.
Just focus on those two things: "No foresight", and "in the moment". Playing with toys happens spontaneously, organically. You don't plan it. Planning is something children don't do, it's something adults learn. Playing with toys just comes from whatever you think, feel, or want to see play out before you. It almost always starts mundane - characters just hanging out at home, or the base, or headquarters, maybe doing some things that a kid or yourself like to do, AND THEN SUDDENLY BAD GUY BUSTS IN AND etc.
Good writers make good DMs in tabletop RPGS, and both would be quite capable of legitimately playing with toys as adults, because it's all based on organic narratives and "feeling out" characters and stories as they progress.