Tactical: I'd like to see combat on all levels of planning and strategy. The group hasn't had the chance for this very often, but pending that you advance and get into a nice range of safety (and gear) I'd like to improve that. I'd like to see planning sessions (probably just a certain group of posts) where the group sits down and discusses all of the different leads and options I've presented the group with.
Open Ended: I don't pressure you into any one path. I give you as much detail, opportunity, and description as I can find in the world (I try to picture the DM as the guy looking through his campaign world of choice for things the players find interesting, rather than seeming like the motivator of the story.)
The problem (honestly) is character level. You don't have enough resources to really take advantage of all tactics possible. Basically, you’re forced to step into combat and take advantage of your individual abilities at this point. However, once spells and such become an option you should be able to expand tactically.
So, I'm going to try and rush you through the current encounter, and any others (you have 8 or 12 rolls of the dice left I think...) till you get to town. You'll finish (at least) the first part of this particular goal, and from there I hope you will all recap one-another on your current goals. From there, we move on into whatever endeavor you all choose, and we advance a little more.
If we can get to 6th level without too much death, we should be able to work on the tactical/open-ended part of the adventure. By tactical, I mean that the group will plan there next actions out to take advantage of every bit of information accrued together, and make the choices entirely independent.
In other words: you set the plot, and you make the plans of assault... and I do maps, tell information, reveal check results, and decide on outside influences. That's fun -to me. I started this thread to see where people's minds are about this. I know my style of play is not for everyone.