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Knowledge Base›Campaigns

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.

Where campaigns stand

Read this before you build one. Hydra's Campaign editor authors and saves a campaign, and the server loads it with its module, but the server does not yet play one. Nothing in the lobby or on the Game Master console starts a campaign. Campaign variables are not added to a session's variables, so a mission can neither read nor write them. The Campaign: Set Step and Campaign: End actions are offered in the event editor, but they do nothing, because no campaign is ever running.

So a campaign today is the plan of an arc, and its missions are run one session at a time. The continuity the game does carry between sessions is a ship. During a mission, the Game Master can select a player vessel and choose SAVE VESSEL, which keeps its fit and, if you ask, its state as well: damage, ammunition, cargo and crew. In a later session's pre‑flight, the Game Master can give that saved vessel to a player's slot, as it was saved or factory‑fresh with the same fit.

The sections

GroupSectionWhat it is
CoreGeneralIdentity and description.
MediaIcon, image and banner art for presentation.
PrologueA prologue type. The campaign has no prologue of its own: each step's comes from that step's mission.
EpilogueAn epilogue type: None, Standard or Pause. As with the prologue, each step's epilogue comes from its mission.
ContentStepsThe missions, in order, and the branching between them.
EventsCampaign‑level logic, spanning missions.
VariablesState meant to survive 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 meant to be what a mission writes and a later mission reads. That is what will let the third session know the crew let the freighter captain live in the first. The server does not connect them to a running mission yet (see above), but the advice holds for planning the arc.

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 19 October 2026