Everything is worth exploring. As a player to GM, if you are interested in the plumbing of the local tavern or in plumbing the lengths of Skull Tower, then by all means. If I, as the GM, don't happen to have that built up, then its a my task to remedy that shortcoming. Its my shame that I have to admit that I've talked players out of something because I wasn't ready to run it. Rarely does it happen these days but from time to time, usually when I'm the most rushed, events like that walk in my game. Usually I bash it in the head, bury it in the basement and make it into a murder mystery.
Folks, simply if the players want to do something then let them. They are driving. If they want to go to the Sky Garden instead, get them there. If they hear the politics in Falohyr near the Oakendark Forest are mighty brand this time of year, then off they should go into the thicket of plots growing there. Reserve the words, "Oh, that will be boring" or "you can't or shouldn't do that" for some other event. At the game table, the players are driving -- you are just navigating for them. If they find fancy in fishing for prismatic fish near the Sky Dark Mountains then who are you to dissuade them?
At the same time you want to keep a measure of control on the game. You just hide it behind the thought that its the players' idea. Let the players go where ever they want to and build your plots into that location. This goes right back to preparation. If you want the players in Khurahaen (a city) next summer for this underwater-underground and above city adventure then drop hints to them while they are off in the Whisper Trees investigation the White Roc Inn and the illegal goods trading going on there. When they dig into the Misty Mountain politics and the nasty underhanded acts of the Black Hydra nobles, slip hooks leading them to Khurahaen.
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