Rumor tables have a storied history in D&D, being the primary source of information in published modules from the beginning. I would argue they are still important in building a sense of place.
The beauty of a good rumor table is that all it really does is give players options for their PCs to pursue. Just like in real life, some rumors are true, some partially true, and some decidedly false. Also just like real life, the truth of a rumor is only learned after time, effort, blood, gold, and maybe lives are spent to learn that truth.
This rumor table is one many will recognize. False rumors are denoted by an F after the number. 10 is highlighted, because the Goblins in my megadungeon speak in "Bree-Yark", much like Groot from Guardians of the Galaxy speaks in "I am Groot." To this day, Bree-Yark is a running joke when goblins are afoot.
In contrast, we have this rumor table from another classic module.
Instead of a flat d20, we get percentage dice. Also, falsehoods are italicized, resulting in partially or completely false rumors. On the facing page is this tidbit about from whence the rumors come:
This extra chart is neat because it clearly spells out that randomly encountered folks with levels (not nearly all the inhabitants of Restenford and the rest of L1) won't know any rumors until leveling. From there, the more powerful you are, the more gossip you've likely heard and might share. Key NPCs will know things.
And then, once spoken, a rumor may go away and be replaced by a new rumor of DM invention. A subtle nod to D&D games never going exactly (or remotely) by the book.
Both rumor tables provide enough options to send the PCs running all over the map, depending on what they have heard, what they believe, and what they are interested in. In other words, the rumors build the world.
I'm of the opinion that regardless if the DM is running a sandbox or a railroad or some sort of in-between, their game would be enhanced with a rumor table; ideally a rumor table that changes with time. When those changes are directly due to PC (in)actions, all the better.
So, the question becomes one of implementation. How exactly does one make use of the table? Probably the simplest method is for each player to roll the first time they visit town (or maybe they get rolls equal to their charisma bonus) in a session. Alternatively, PCs get a roll (perhaps two rolls - the first to see if an NPC knows something, and a second to learn what that something is) whenever interacting with an NPC. I can see some tables spending all night just collecting rumors, so know your players.
I strive for this system at my table (although it doesn't always work out): Players roll, and DM reads, BUT the rumors contain details regarding how the PC learned it. You get the flavor without the time wasting or forced polite gossiping, so the players can get on with the adventuring.
So, for example, the PCs roll a 16 and 17 on the B2 rumor table, and I tell them, "a weary huntsman joins you in front of the fire, and over his ale tells you 'several months back, a lone elf disappeared after heading into the marshes to the south. I bet those damned lizardmen that live in the marshes ate him!' He shivers as he downs his ale."
The PCs get some rumors and some flavor, and the DM provides information on the world the PCs are in. And if PCs really want to RP some more with the huntsman, they can, but there is no need because they have learned all they can. So if they want, the PCs can head south with knowledge of a likely threat, or can head any other direction because swamps and lizardmen are often trouble. The choice is theirs.
All of this to say, if you aren't using rumor tables in your game, you should.
EDIT: a fine working example at Alone in the Labyrinth. 6/26/22
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