This is precisely my read, as well. The mechanic whereby you gain mechanical benefits for giving more and more people Influence (and, conversely, drawbacks for not doing so) imply a constant pull between the desires to either settle down or set off again.
I think the way I'd want to play is to establish two kinds of stakes:
- Give them an immediate, compelling plot reason to be here at this time. Even if their arrival is random or unexpected, there's a THING and they're the only ones who can help.
- Whoever it was that stranded them (whether directly or indirectly), have them be an established part of the setting. Family is the easiest option (but not the only one).
So then we'd get to have the constant the tension between being home but not being
at home; and they can't just run away from that tension because there's something here they need to handle.
So then the core conflict is played out purely internally. Not "Do I stay or do I go" but "Given that I must stay, how do I feel about it."