Campaigns
Campaigns are a core feature of Gyrinx that allow users to organize and track multi-game narratives with multiple participating gangs (lists). The campaign system provides tools for tracking progress, managing shared resources, and creating collaborative storytelling experiences.
Overview
A campaign in Gyrinx represents a series of connected games with:
Multiple participating gangs (lists)
Shared narrative and tracking
Asset management (territories, relics, etc.)
Resource tracking (credits, supplies, etc.)
Action logging with optional dice rolls
Campaign Lifecycle
Campaigns progress through three distinct phases:
Pre-Campaign
Initial setup phase
Add participating lists
Define asset types and resource types
Set up campaign narrative
In Progress
Active gaming phase
Lists are cloned for campaign-specific tracking
Resources are allocated
Players can log actions and outcomes
Assets can be transferred between gangs
Resources can be modified
Post-Campaign
Archived state
No further modifications allowed
Historical record preserved
Campaign Features
Action Logging
Players can log actions during the campaign with:
Descriptive text of what happened
Optional dice rolls (D6)
Outcome recording
Automatic timestamp and user tracking
Example actions:
"Ambushed rival gang in Sector 7"
"Explored abandoned manufactorum" (with 2D6 roll)
"Negotiated trade agreement"
Asset Management
Campaign owners can define custom asset types:
Name: Singular and plural forms (e.g., "Territory" / "Territories")
Description: Rich text description of the asset type
Individual Assets: Named items that can be held by gangs
Assets can be:
Created by campaign owner
Assigned to specific gangs
Transferred between gangs
Tracked with full history
Common asset types:
Territories (specific locations)
Relics (unique items)
Alliances (political connections)
Contracts (ongoing agreements)
Resource Tracking
Resources represent countable items shared across the campaign:
Name: Resource identifier (e.g., "Credits", "Ammunition")
Description: What the resource represents
Default Amount: Starting quantity for each gang
Modifications: Add or subtract amounts
Resource features:
Automatically allocated when campaign starts
Cannot go below zero
Modifications create action log entries
Both campaign and list owners can modify
Managing Campaigns
Creating a Campaign
Navigate to Campaigns (if you have access)
Click "Create Campaign"
Enter name, summary, and narrative
Choose visibility (public/private)
Save campaign
Adding Lists
In pre-campaign phase:
Click "Add Lists" from campaign page
Search for lists by name or owner
Add your own lists or public lists
Lists must be in "List Building" status
Starting the Campaign
When ready to begin:
Ensure all lists are added
Click "Start Campaign"
Lists are cloned for campaign tracking
Resources are allocated
Campaign enters "In Progress" phase
During the Campaign
Players can:
Log actions with narrative descriptions
Roll dice for random outcomes
Transfer assets between gangs
Modify resource amounts
Update gang progress
Campaign owners can:
Create new asset types and assets
Create new resource types
Manage all transfers and modifications
End the campaign when complete
Permissions
Campaign Owner: Full control over campaign, assets, and resources
List Owners: Can modify their own resources and log actions
Other Users: Can view public campaigns
Best Practices
Plan Asset Types: Define meaningful asset types that drive narrative
Resource Balance: Set appropriate default amounts for resources
Regular Updates: Encourage players to log actions after each game
Rich Narratives: Use the description fields to add flavor
Asset Stories: Give assets interesting names and descriptions
Technical Notes
Lists are cloned when campaign starts to preserve state
All modifications are tracked with full history
Action logs are immutable once created
Resources use atomic operations to prevent conflicts
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