In discussing how challenging the game is or should be and player behavior,
@Mordhau shared a couple of links.
Players optimize the fun out of games.
Reading the article and watching the video brought several things together in a weird kind of "aha!" and "well duh!" moment.
The TL;DR version of both is: players will always default to taking the easiest route possible to yield the best possible results, even if that destroys the intent or fun of the game. If the designers want to encourage certain types of play, it's far better to use a carrot rather than a stick.
Now, one problem is the article and video are talking about video game designers and the obvious corollary would be D&D's designers, the folks at WotC. But this is an RPG run by a DM with a lot of control over what is encouraged and discouraged in play at the table. DMs basically are designers of the games they run so I think this applies as much to the DM if not more so.
A perennial problem with this kind of explicit system of encouragement is someone will inevitably come along and complain that rewarding certain behavior is a not-so-subtle punishment for players who choose not to play in certain ways. I think that complaint is ridiculous enough on its face to be easily dismissed out of hand.