2 other games that I have heard a lot of good things about, in terms of their campaign systems are Warcry and gloomhaven. Anyone have experience or thoughts on the way they handle campaigns?
As (seemingly) "the guy talking about Gloomhaven", at the most basic level you (as a party) choose to do a specific scenario/location that you're allowed to do (you've unlocked a location earlier in your campaign by completing an earlier location, and sometimes you also have the right "keyword", like "destroyed the altar" or "enacted the ritual at the altar"), you do a road event (that can sometimes unlock a location), and you complete the scenario at that location to unlock another location or locations.
You can also sometimes open chests that can randomly give access to locations while doing a scenario ("you find a map detailing a hidden temple"), and there is a concept of "town prosperity" that, as it increases, gives access to scenarios.
The ways that a scenario can become available are reasonably varied and allows for player input on direction, but it often isn't a great amount of choice (the most choice we had was early on when we had unlocked a few "quests" by accident; that choice hasn't really shown itself again, other than branching A-B choices, as the scenarios have been completed) and you can't, strictly speaking, go back and redo a scenario if you've completed it to see what the other scenario branch is like. There's nothing stopping you, though, except you and your playgroup.
You can also do solo missions, unique to each character that can provide powerful character-specific loot, and random missions that don't expand the story with random layouts, enemies and loot.
My group is quite a ways through the "campaign", and have done roughly three/four discrete "quests", that had a beginning, a middle and an end, with the undercurrent of an overall campaign becoming apparent as the town's prosperity and the group's reputation has increased.
By comparison, Five Parsecs is a lot more loose/generic/repetitive, but gives the player(s) a lot more freedom in what happens. I'd say that Gloomhaven has more cinematic situations which can be cool, but it *will* come to an end and you will have to either restart and replay the box, or you buy the expansions/sequel, whereas your traditional campaign system can theoretically keep going/be expanded until people are no longer interested.
From a skirmish perspective, lifting scenarios from Gloomhaven and decoupling them from an overall forced narrative would be reasonable, but the campaign system itself is like taking all the Stargrave or Frostgrave extra books (with their campaigns) and putting them together in one place.