I'm A Banana
Potassium-Rich
It's entirely likely that the players were basically just being polite to the other player, because the players didn't have any particular stake in the dangling plot threads (even though the characters would have).
If I was going to get all scene-framey, I'd probably have used the in-character conversation between the characters as a scene in which they were somewhat opposed to each other, and deciding on a course of action. Because there's interesting conflict there. Sort of a "We'll decide where to go over breakfast tomorrow," (fade to black, then fade up on the scene), and then a challenge between the party members about what they want to do (with the option for a player at any time to decide that their character opts out of fighting for their storyline's primacy). The formal challenge format would give the players each time to present their cases, and then could flow naturally as a consequence of their characters' personalities, stats, and traits, allowing them to make actual active choices about those character traits you feel are implied here.
It would have had the additional trait of making them think a little closer to their characters' thoughts, and consider things that they just might not have considered, as players.
And then you could visit calamity on the characters that didn't "win" the challenge to decide where to go next without worrying too much that you're just whipping them for something they don't feel like they're doing.
If I was going to get all scene-framey, I'd probably have used the in-character conversation between the characters as a scene in which they were somewhat opposed to each other, and deciding on a course of action. Because there's interesting conflict there. Sort of a "We'll decide where to go over breakfast tomorrow," (fade to black, then fade up on the scene), and then a challenge between the party members about what they want to do (with the option for a player at any time to decide that their character opts out of fighting for their storyline's primacy). The formal challenge format would give the players each time to present their cases, and then could flow naturally as a consequence of their characters' personalities, stats, and traits, allowing them to make actual active choices about those character traits you feel are implied here.
It would have had the additional trait of making them think a little closer to their characters' thoughts, and consider things that they just might not have considered, as players.
And then you could visit calamity on the characters that didn't "win" the challenge to decide where to go next without worrying too much that you're just whipping them for something they don't feel like they're doing.