"I'm interested in your scary tunnel post. My players keep leaving dungeons/lairs half explored because of scary tunnels I didn't even try to make scary ha!"
I'm not saying this is the answer to Lance's troubles, but it's a beginning overall towards building a party's confidence and courage. Not because we'll assure them that they'll succeed in every battle, but because we have to give them reason to try. In essence, praise them.
We must choose our moment. We know what's coming along as the session progresses and the players do not, plus we have time to make statements when the players arrive and are finding their places at the table. We put it as lightheartedly as we can: "Say, you guys have been doing pretty well lately. That goblin lair was a tough nut to crack."
Of course, this praise must be sincere. They must actually have been doing well. Otherwise, it's hollow, and we risk being viewed as pandering and inauthentic. It's not so much that we need to invent praise to give to the party, it's that we need to evaluate their play from time to time and recognise when individuals have excelled ... and then give them the praise they've earned.
We can also, respectfully, embolden them in situations where something appears much worse than it is. Let's take the party moving through our dungeon. They've fought off the mooks and moved into those areas affected by the thermal biome ... and here, they're attacked by a huge spider, which surprises them, takes a bit of meat out of the cleric's leg (3 damage), only to be effectively stomped by, of all people, the mage (who was the nearest person, rolled a critical with her quarterstaff and did 12 pts. of damage). Unfortunately, the cleric fails the poison save—
—which in my game, causes 8 h.p. of damage per hit die of the venomous creature, at a rate of 1 h.p. per round, per hit die. In other words, the cleric starts taking 2 damage each round, as the poison courses through his body. As he's in pain, he can't concentrate on a spell; but the players have acquired four healing salves through their past efforts and rapidly apply them to counteract the poison. As a result, the cleric is hurt, the players lose some capacity to heal, plus maybe the cleric's cure light wounds spell, but everyone is alive.
Investigating, they find the spider has come through a small hole, from which warmth is exuding, about ten degrees more than the corridor. Sending the thief through the hole, he discovers a winding vertical tunnel that's easily climbable, with surfaces covered with damp moss, about 4 to 6 ft in diameter. The air within has tiny insects, and drifting pollen; and as the thief twists to work back to the party, he sees another huge spider squatting about twenty feet below, using its pincers to clean its forelegs. The thief reports this.
We can't tell the party that the shaft is critical if they want to catch the lake hag below by surprise. First of all, they don't even know there is a lake hag; and they're not blessed with knowledge of the future. They only know what they can see. From their perspective, the strange shaft looks like a good way to be killed by spiders ... and that's the only thing it appears to be good for. Now, the cleric in my game received 60 experience from the spider bite, and 320 experience from the poison damage ... and every player recieved 76 x.p. (before 10% bonus, if it applies) for just being there. I treat "experience" as "practical contact with, and observation of, facts and events." You know, like the actual definition of the word. And it's awfully practical to know what it's like to almost die from poison, or to watch someone else nearly do so.
Oh, and the mage got another 110 x.p. for killing the thing.
Not every spider is worth 870 x.p. If the spider hadn't hit the cleric at all, and the mage had then killed it, the total would only have been 110. If the cleric had made his saving throw, it would only have been 230. It's only high because the cleric would have been seriously depleted. As a 2nd level, assuming no constitution bonus (and let's say that), suppose he had 15 hit points to start. Minus 3, then minus 16, puts him at -4. That'll kill him in a lot of people's games (and thus, less experience gained), but not mine, as I use negative hit points. Still, those rules force the cleric to make a check to see if he's made unconscious at -4 h.p.; and if he is, that's quite the encumbrance burden if the party doesn't spend even more healing to make him conscious again. This is how I justify one spider being worth a whole lot, and another spider being worth very little.
So, with lots of healing lost, does the party really want to tangle with another spider?
Okay, let me back up. Remember when I said we could embolden the party, and I said we could take advantage of the session's initiation, since we know what's going to happen. We're the DM. We know all about the spider that's going to jump out ... and we're capable of guessing that someone's going to get bit (we rolled randomly to choose the cleric), and that they might blow their save (though the cleric has the best advantage there). We know about the shaft and we can be pretty sure the players will wonder where the spider came from, and that someone will scout ahead. We know they'll see the second spider. None of this is a mystery to us.
We use this information to prime the party in their favour, and ours. How? They just fought a bunch of unknown minions and they all survived. "Good job on those soggy humanoids," we say, as it's now the next running and they've all had time to get over that unexpected event. We add, "I'd hoped it might cause you to think maybe you're in over your heads, here. But you're good to go on, right? Nobody here is afraid, right?"
If we can urge them, gently, to take a stance on how brave they are, then for a few hours you can fairly count on that declaration affecting their subconscious choices. As the linked wikipedia suggests, the effect is rarely noticed by the players; they've consciously forgotten that they stated their bravery in the midst of the game ... but when the time comes to make a brave decision or not, most times they'll edge towards what they felt when they thought they were safe.
Priming works both ways. If, as DMs, we're overcritical, or we demonstrate too much doubt in the players' abilities, that can also prime the players to lose confidence, doubting themselves and feeling a strong resistance against taking risks. While priming is a powerful tool, it can also subvert the game if we're not careful what we choose to say, when making the game ready and spouting off.
As DM, our opinions carry enormous weight at the table ... much more weight than those opinions would carry if we were at a bar and talking over drinks. This is because the players habitually strive to ascertain some clue about their success in every word we speak, and in the nuance of our voice tone and body language. Our voice — strange as it may seem — has the potential to be both a positive and a negative influence on the player's willingness to take risks.
Myself, I think this factor had much less effect when we were playing as teenagers back in the day ... but only because we were less socially skilled at parsing out the words of other people, and ascribing to those words clues that would tell us whether or not we were succeeding within the relationship or with tasks in the work place. As we grow older, and virtually nothing is said straightforwardly, we adapt to a social climate where everything a person says might contain a hidden meaning. This is definitely true as a DM. I notice the effect I have when I make an off-handed comment, or when I deliberately prime the players behaviour. By merely mentioning something obscure about D&D at the beginning of a session — say, secret doors, which occur so rarely in my game that players don't search for them — I've caused a player to do something exactly at the time when I need them to do it, hours later. It's a bit spooky sometimes. And if I ask later, they'll claim they don't remember my ever mentioning secret doors. They just "felt" like this was the time to search for one. Even though they practically never do.
My answer to Lance, and anyone feeling their party is hesitant, is to suggest going over our own behaviour as DM. What are we saying, or what are we not saying, that's adjusting their bravery in the face of a scary-looking tunnel. Surely, we're not whetting their appetite enough with prospective experience or treasure; or we're giving them cause to feel they haven't the stuff to handle this tunnel; or we're making it too easy, socially, to turn hide and flee.
I don't know what that might be; I'm at my own table, and not that of others. But I feel that if I sat in and listened, I might guess pretty quickly what's happening, based on the table's set-up, the distance between the DM and the players, the voice the DM uses, where focus is being placed, and how the dialogue is being handled. Small things make big differences.
We must be careful about how remote we are ... because we're not on the hook, as the party is. And if they sense that we're taunting them, or dismissing them, or feeling above them, they'll respond with distrust. And that is something we cannot have when we run. We need the players to believe that we're every bit as fair and honest as we appear ... else they'll think, consciously or unconsciously, that it's all an act.







