Ingredients:

- a set of mďsn resources
- a good understanding of mission bits

Uses:

Campaigns are a series of operations that you can send a player on. Upon completing one mission, the next in the series becomes available. This can get your player involved in a major line in your story, or send him along a subplot in the game. You can also create branching missions; when one mission is complete, two others become available. The player can then take one or the other, or both. It's all up to you.

It is important to test your campaign all the way through to make sure it is functioning properly. When using mission bits, it is easy to become confused when figuring out which bit should be set when. With a little time, and some testing, you should be able to discover how they work and what can be done with them.

Construction:

A campaign is just a series of missions strung together by bits. (See "How do I create a mission?" for a complete description of mission bits). Creating a linear series of missions is pretty easy. What's more advanced is creating complicated branching story lines, involving FailBitSets as well as CompBitSets. When attempting this, you should probably draw a diagram or keep some sort of record of which missions connect to which (and how: through completion or failure?) and which bits go with which missions. All it really requires is proper planning and patience.