As dungeon masters, there's reason to appear unbiased. We're pressed not to consider the party's advantage in things, and to appear as an unprejudiced judge when making game rulings. However, it's easy for this visage to drift into an apparent lack of concern for the players' well-being ... even a couldn't-care-less attitude. There's a danger here. Detachment can encourage a party to fear what comes next, should they take an action ... but it can also persuade the party that the DM is "out to get them," and not in a good way. While it's fun as a DM to chuckle while checking what's behind the door, as players reach for the handle, this sort of posturing has a down side.
When running games online, there was a considerable lack of trust on the players part for my DMing; and this despite all the things I'd written encouraging legitimacy and the responsibility a DM has towards producing a fair, proper game. Where the rubber met the road, however, without my actual body language to indicate otherwise, with nothing but the words I wrote to convey feeling, the players couldn't rightly judge my intentions. And since, as well, I happen to be a volatile snapping turtle besides, this produced a constant friction. This was my fault. Truth be told, I didn't compliment players often enough. I still don't. I have a tendency to be so fixed on the game, and making it run smoothly, while concentrating on the numerous details that must remain consistent, that once a moment is resolved, I'm rapidly moving to the next.
Allow an example; I'm told I don't tell enough war stories on this blog, so here goes.
Sorry about the quality of the image. Left click to isolate the image, then right-click to open the isolated image in a new window, then expand it by touching the plus-sign that appears.
This is the underground fortification my players have been fighting for two runnings. The box on the upper left is the order of movement the players use, based on their dexterity (with ties broken by wisdom). The dark tan indicates unexplored areas, assumed generally to be solid rock, except the space behind the double door on the upper right. The detritus symbols on the tan areas are symbols I use during combats, to indicate whether a weapon is loaded (3 green circles for a heavy crossbow), if someone's stunned (red circle) or wounded (red star). The goblin on the middle left is just there in case I needed another goblin ... as the map was revealed step by step, so goblin images were repurposed over and over throughout the battle.
The party entered through the chamber on the bottom right, were attacked by goblin bowmen at points A. (15 ft. above the chamber), then they had to go downslope through the middle, where minor goblins at points B. threw one-pound stones at them. At point C., the goblins also threw molotov cocktails. C. is located between two 10 ft. deep pits, which the mage (in blue, next to point C) created a tenser's floating disk (purple-yellow circle) to ship the players across the pits after the far side of each was secured. Points D. are dead ends with spear traps, which one player took damage from. The party then had to climb the stairs up from points D., fighting goblins as they went, clearing out the stone throwers. Approaching point E., upon climbing the stair up (where all the players are jammed together) and opening the door, they were soaked with boiling oil. E. was then used as a murder hole, so that while the party tried to climb the fixed ladder, they were shot full of holes and forced to retreat back to the stairs. One player did reach the top of the ladder and nearly gained the ground before losing initiative and being knocked off. That's where we ended it Friday night, with the two sides in a stalemate, while the party has chosen to regroup.
Much of this was made possible by a druid effectively using an obscurement spell, which followed her along as they worked their way down, then up. Every player employed some clever technique or took a serious risk to survive the 35 goblins in their way. Yet when the session ended, it didn't occur to me until after they were gone that I should have praised their work with more than the experience given (which was considerable and much appreciated, though no treasure has yet be secured).
"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.