Re: Philosophical musings
Well, I did kind of think that the Explorers would actually settle up accounts and start heading out for the road.
I suppose these are some deep "scars" from various past games, but in general, I do not like to move characters (and even less whole parties) without the characters starting some forward momentum.
One of the most egregious experience I had was with what I'm going to call RR-DM.
The RR-DM was really just plain bad, but the thing that stuck in my craw was the direct override of things I said my character did when she *wasn't* under some mind-controlling power. My character was in a group (which was really too large for the mission, to be honest) that was from Kingdom A who were being sent on a mission to spy in Kingdom B. So we're in the capital city of Kingdom B, and split up to do our scoping out, with a plan to meet at a particular tavern at sundown. So, my character was alone, the rest of the group was in 2s and 3s (see what I mean--too many strangers to be doing covert ops), and as the appointed time drew near, my character headed to the designated tavern, only to see the other 9 in the group being arrested. Well, I was playing a thief, and she didn't want to walk up and get arrested, so I had her skirting through alleys along the north side of the city (currently on the west side) to head to the temple on the east side that she had visited earlier in the day, intent on claiming sanctuary there while finding out whose palms needed greasing to spring her companions. Logical, right? So why, when I signed on again, did I find that my character had gone to the courtyard of the ruler's house in the middle of the city, half a mile south of my planned route, having climbed a tree so that she could overlook the courtyard and eavesdrop on the kangaroo court? When I protested that that did not jibe with what I'd had my character doing, and asked if she had been placed under a spell compelling her to act that way (the answer to that was no), the reply was that it was "necessary for the plot" for her to be there and hear the goings-on.
Now, if the goal was to get the party into the sewer-dungeon, I can think of several ways of accomplishing that goal without destroying player agency. So I'm a little reluctant to just up and move the group.
So, with that said, if someone in the Explorers group would like to get you out the door of the inn, let me know what you want to do outside and if you have a preferred individual to seek out (Thom or Aleka, met in the inn last night; Adelina, referred to by the first two). Thom is the one whose theory is ghosts; Aleka, wolves or other natural predators; Adelina, ink-colored goblins--and that coloration is unusual vs what your characters know of goblins).