Winging It (CSC)

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In spite of engaging adventure hooks, regardless of the rumors spread by NPCs, in the face of less-than-subtle hints by the DM, game players will often choose to go places or do things for which the DM has done little, if any preparatory work. A corrunon cause for this is DM manipulation. Players like to feel that they are in control of their fates. Continually biting at the DM's scenario bait slowly erodes the players feelings of self detennination as it dawns on them that the DM not themselves controls what they do and where they go. Consider it a subtle (or overt) fonn of rebellion.
Before the DM blurts out "You can't do that," (or reveals his total lack of preparation in that area. which only encourages the players further) he should consider letting the player characters go where they will while he makes things up on the fly. This is a true test of his design and storytelling skills and often leads to the best adventures for both players and DMs alike.
Improvisation is not as difficult as it sounds. Essentially, the DM is preparing Inaterial as he plays it out. Keep things simple and don't make major changes in the environment. If the PC party has been exploring a forest, keep them in forest. Rely on encounter tables for what creatures they might discover. Introduce random encounters with NPCs who will become important later in the adventure.
This may even be a chance to use previously prepared material that the characters have avoided before. An unused dungeon level could become part of an abandoned temple. Although it violates what has been said about using pre-prepared scenarios, consider leading the player characters into a mini-scenario taken from a magazine or adventure anthology.
Foreshadow future campaign events by giving the characters a close, but inconclusive brush with the major evil in the world. Try scaring them with something obviously out of their league (although the players can easily surprise the DM in this regard by outwitting, rather than outgunning his menacing horror).
Keep notes on what is found and done as it now becomes a part of the DMs world.
Go with it, wing it and have fun with it. Improvise! Some of the best adventures are the unplanned, and besides, sooner or later, they'll head back to the DM's original plot line (with luck.)