Anybody running a hexcrawl? How's your game going?
What scale do you use for the map? How do you handle short and long rests? How do you balance and place encounters/adventures? Do you use any houserules or optional rules?
More broadly, I'm trying to decide whether a hexcrawl should be designed as itself a "dungeon", or whether it should be considered an interstitial game element between adventuring sites.
I have run 6 mile interstitial hex crawls in the past, but they didn't work very well. It all felt quite abstract and it seemed to mess with the rhythm of the game (it sucks to die or even spend resources on your way to the dungeon).
As others have said: Choose either "exploration" or "dungeondelving" and stick to your choice. That is, if your adventure is in the dungeon, make it easy to get there. If the dungeon is merely a side-trek, don't focus on getting there (meaning "be okay with never getting there").
At least when you're green. As you become an experienced DM and your players become veteran D&D gamers you can mix it up much more. Then your players will realize that in order to loot the Dungeon of Gold, they first need to clear up the hexes that lead up to it, and perhaps even construct a small fort at the half-way point between the dungeon and "safety".
Yes, "safety". Begin by having a safe haven, such as a walled town somewhere on your map. Don't start out by dumping pilgrims on hostile shores, unless you want "home base building" to be the main focus of your campaign. (As opposed to dungeonlooting or exploration-just-for-the-fun-of-it that normally is the core of D&D).
I would begin simple. Start with Caves of Chaos or something where you simply start each adventuring day right next to the dungeon(s), with no wilderness trek at all.
Then try out a hexcrawl, where there are no big dungeons at all. (The wilderness is the dungeon)
After your players have leveled up from 1st to, say, 5th level twice, you're ready for the more ambitious stuff
