Starship Horizons
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Knowledge BaseCampaigns

Campaigns

A campaign is a sequence of missions with continuity. Where a mission is one evening, a campaign is the arc across several, and the thing that makes it a campaign rather than a list is that state carries forward.

The sections

GroupSectionWhat it is
CoreGeneralIdentity and description.
MediaArt and video for presentation.
PrologueOpening the whole campaign.
EpilogueClosing it.
ContentStepsThe missions, in order, and the branching between them.
EventsCampaign‑level logic, spanning missions.
VariablesState that survives from one mission to the next.

Steps

Steps are the spine. Each names a mission and the conditions for moving on. A linear campaign is a list of steps; a branching one uses variables to decide which step comes next.

Variables are the whole point

Campaign variables are what a mission can write and a later mission can read. That is what lets the third session know the crew let the freighter captain live in the first.

Two pieces of advice, both learned the hard way by anyone who has built one:

  • Decide your variables before you write the missions. Retrofitting continuity means editing every mission you have already finished.
  • Name them for what they record, not what they cause. FreighterCaptainAlive survives a change of plan; SkipToStep4 does not.

Campaign events

Events at campaign level see across missions, which is where you put the consequences that are not any one mission's business — a faction's attitude hardening, a resource depleting over the arc.

Practical advice

  • Make each mission stand alone first. A mission that only works as step four is a mission you cannot test.
  • Write the epilogue early. Knowing how it ends is what tells you which variables you need.
  • Expect the crew to lose one. A campaign that assumes victory at every step has no room for the interesting sessions.
Last updated 5 September 2026