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There are many types of campaigns and to describe them all here is probably to rehearse a list that we are all well aware of. In this instance, what was being attempted was a campaign for Chain of Command where the established structure is more or less linear. Side A is looking to go from Y to Z and the route there is largely predetermined with, typically, five or six scenarios being played as the action progresses, both geographically and in campaign terms. Completing a campaign is as important as starting it, and I've always felt that less is more and eight or nine games maximum seems to be the sweet spot in terms of giving the players an enjoyable experience without them losing interest.
A good historical background is important, as is a variety of scenarios to keep things interesting, but these seemed to be fairly obvious and neither was the magic key to a good campaign. What seemed harder to achieve is