Originally Posted by Pure Mongrel
From there I built my adventures around a series of scenarios that I could introduce at the right time, no mater if they went left, right, up or down
Exactly. If you can create good settings and have good detail there, then you can usually wing it when it comes to finding ways of getting the players there and let them figure out how to deal with it.
Nothing more frustrating than telling the players, "A wrinkled old man hails you from the other table in the tavern..." to then get a reply along the lines of, "We press a gold coin into the hands of the tavern wench, point her at the old man and tell her to give him a good time," before they all get up and leave to seek adventure elsewhere.