In my experience being and seeing other DMs, I've generally noticed that giving the PCs an incentive / 'rabbit to chase' / reason to go *into* a situation tends to work better than trying to put them in one yourself or make them get *out* of something in a certain way.
I'm not saying anyone would do the following, but I have seen DMs banninate teleport type magic b/c it ruined their plot tor their planned encounters-on-the-journey....[after the spellcaster had Teleport sitting there on their spells known or prepared list for weeks of real time (not when the RP started)! I've also seem DMs, in response to players making pregame comments about Teleport, say 'well that's easy, I'll just ban it!' - in my experience people who do that usually end to banning lots of other things later - like just staying Invisible for long periods of time, or Airwalking, or in the end any magic involving more planning/thinking than Fireball - and tend to have very linear/railroad ideas about their RP.
For example, one might create a quest (and method of questgiving) involving *going* 'behind enemy lines' to rescue someone / retrieve something (which is nontrivial to scry, and-or leads to something/someone else go grab while there).
Also, if it's a 'homebrew' setting, I'd like a fair amount of background information about the world, both b/c it's harder to get into it otherwise, and it can lead to a lot of gaps in PC behavior (lot not being able to have a backstory to speak of).
I also prefer 'high fantasy' to 'grit', and am not really interested in DM-instigated NC.