One thing I often forget as a GM is to inflict lighting penalties. I'm trying to think of a visual cue for my maps and game table to cover it.
I was reminded of this by this excellent post:
Don't Be Cheap with Lighting over at Plant Algol.
In my games in the past my gamers have been the same way - no one wants to carry the torch, and even if they do, they want it to be effectively full daylight lighting conditions (-0) and not penalized for flickering torchlight (-0 out to 2 yards, -3 out to 6 yards per GURPS Dungeon Fantasy 2 p. 6). Often they want it to reach pretty far (out to dozens of yards, preferably) but not be especially noticeable.
I fully intend to be more of a bastard with lighting penalties in my DF game, and I started out on the right foot with that in our playtest session. Continual Light spells on rocks or amulets or helmet mounts and so on is a great idea. Torches tossed around like anything and Continual Light rocks tossed into rooms is also a great idea. So are torchbearer hirelings (although in DF they don't have much survivability, they'll last longer than a 0-level D&D henchman might).
I don't mind people minimizing the effects of darkness through clever actions. But I do have a problem with "have it both ways" folks who want the effects of full light without providing it. Honestly, if I wanted you to fight with -0 penalties and see everything without needing to use your hands, your money, your magical resources, or your ingenuity, I'd have put lights in the dungeon, right?