Wilderness campaigns are
the most DM friendly scenario there is. When people are wandering around in the wilderness, there is a tendency for them to not know what is in between them and their destination. And that means.... you don't have to know either.
When they are in the middle of the Forest, which is so vast that it is capitalized, you can have them run into any placed encounters you want. Let's say you have an idea for an encounter with a fairy tree whose Dryad is sickening and has made a pact with darkness in order to touch iron. It's a nice little encounter, and you want to use it. In a wilderness campaign setting,
you can. The players will travel North, South, East, or West, and they'll still encounter your little set piece.
Everything in the "wilderness" has a qunatum location. Once people have encountered something, its location is set. But until then it simply exists "somewhere in the wilderness" and will be "found" by the players the next time they are going through the wilderness and it is story appropriate for them to do so.
It's not like civilized areas, where the Evil Grand Vizier is already known to live at the palace, and people can screw things up at any time just by attacking him when they are way too low level to win. Heck no! In the wilderness campaign you can't even
find the high level encounters until you are high level yourself.
That being said, episodic location adventures work really well. Have players encounter a cottage overrun by a werewolf pretending to be a kindly old woman. Or the home of a villainous canibalistic witch who has captured a couple of children for the purpose of eating. Or a shepherd's village which is being raided by a dire wolf, with the only witness being the prime suspect of the villagers.
I'm sure you could find a collection of similar adventure ideas somewhere.
-Frank