The problem here is, of course, that free-talking roleplay eats up lots of time and can stop the party as such from moving on or people not involved in the discussion standing by and have nothing to do. That's the main difference to chat or table games.
Problem here was too that about half the group inculding the leader/s had to stop due to personal reasons, leaving me with playing them and doing the decisions on "your" behalf.
Regarding drow ... that depends. To get an adventure going, you'd need a party with a consensus and same aim. Using the IMHO stereotypical "in-setting" (usually just nobles, but all think the whole society works like this) or "perceived" approach on the drow, this can hardly work. Hence I used the mercenary trail. If I had went the female vs male, deity vs deity stuff much loved in the novels, we would not have left Sschindylryn in the first place, due to endless discussions et al ... at least on here. At the table, this could have been done in a session or two, but it does not work on here.
That said, no-one needs to play a drow and drow players need not behave like the stereotypes of e.g. RAS novels. If Phaerven wants to continue with Zhadristan, we can build a group around him (see, that's how easily you get a place in the middle) that is not entirely made up of drow. Sschindylryn is as good a base for that as Skullport. And what goes on in Zhadristan's mind with regards to how he rates the others is entirely up to the character ... even though we all would expect a few drowish traits in there, of course. If Zhadristan wants to do this, of course.
So a new adventure will be more like the last or the previous one, but with less people. Hence, talk and interaction can always happen, but essentially, there is a path to follow and an aim to be reached.