ExploderWizard
Hero
Honestly though Doug, the problem to me isn't who breaks first - the DM or the group, but, rather, what happens when you've got half the group who wants to be Big Damn Heroes, and the other half wants to be tactical?
You simply have a classic clash of playstyles. Half the group wants to approach obstacles tactically, their fun is generated by achieving victory through good planning and solid execution.
The other half of the group wants to hoot, holler, roll some dice and just let things fly.
The DM is stuck. If the game is tailored to be tactically challenging then the wild bunch will constantly bring failure. If the bar is lowered so that the wild ones can't cause disaster with their antics then the tactical bunch will realize that the game is on 'easy mode' and will probably lose
interest.
This is the Kobiyashi Maru of gaming situations. To defeat it, the DM is going to have to pull a Kirk and reprogram the scenario to make sure these two groups don't game in the same group together.