That looks super fun!
So your players are operating off a Hex Map as well as you?
Not at all, that's my point. It's all done through narration.
Can everything I just said can be made to work on the hex-crawl map (and system) you describe above?
You are objecting to things I'm not doing, and then go on to tell me that the way to run the wilderness without hexes... is to do the things that I am doing!
I don't build the world out of the swirling mists of random chance.
I don't key adventure locations with a quick one-paragraph blurb. Believe me, I'd have a lot more free time if I did.
I do place locations on the map years in advance, according to my tastes - hexes don't have a random chance to be filled, I try to put something in every single hex.
I do spend time thinking about the world and its history and keep the world moving even when the players aren't looking.
I don't fucking improvise!
I am a high-prep DM to the point that I
often miss sessions because it takes me so fucking long to write things up. As I cast my eyes over my stack of gaming notebooks and the pages of notes & spreadsheets I have on Google Drive, I can only laugh at being accused of minimally keying my campaign world.
What mental leap must you make to think that using a hexmap would change any of the above? We're still playing D&D. You might as well have said "I don't use hexes - instead, I'm a good DM" like the two statements are related.
Melan's example post that started this off - well, of course he had to keep things minimal. He created the beginning of a small campaign setting just for an example in a blog post! The Wilderlands, which is his inspiration, may be minimally keyed on a per-hex basis, but as it happens it's a much more gameable method of delivering information to the DM than the 2e Forgotten Realms boxed set I got for Christmas in 1994.
You already know this. The fact that the DM still has to expand on the one-paragraph hex entries is no indictment at all.
If you don't like every hex having something in it - well, okay I guess. It is possible to pick the SIZE of hexes to adjust this, and that's what most people do. I go with 6 miles, but some folks go up to 24. And the equivalent of a hex is not a 10'x10' square in a dungeon - it's the dungeon
room, and you well know that there is a random chance for each room to have something in it (DMG p. 171). Some dungeon rooms have big fights, some have traps, some have curiosities or window dressing. So it is with hexes.