Flexor the Mighty!
18/100 Strength!
When it comes to risk-taking, I find that the opposite is true: you have to supply reasons to the characters to act in non-cautious ways. Otherwise it becomes like Shadowrun, the game where PCs routinely risk their lives for a month's rent, a.k.a. cognitive dissonance galore.
In a casual game where roleplaying doesn't happen much and players aren't concentrating on acting as character advocates (i.e. "what would Ralph want to do here?"), it's much easier to persuade players to make a PC stick his head in a mysterious hole in the ground just to see what happens. But no sane human being would actually behave that way, because sane human beings don't expect to reincarnate immediately with a new set of stats and all relationships intact if "killed."
No sane person is going to descend into some long abandoned temple of Tharizdun so I figure it all plays into the theme.