The lack of a true linked campaign is a little disappointing, but each mission has a relatively distinct goal, and each is randomised a little every time you play it. Ultimately 101 boils down to three stages for each scenario - assembling the stick, taking the drop, and executing the plan on the ground. As the aim of the jumps was to distract German efforts from the beachheads and to hamper their supply and communications lines, the missions on offer will reflect those goals. You can play any mission first, there's no fixed order. Mission orders, and picking your para stick team.
Every soldier has a background and a soundbyte attached.
While they all look the game on the tactical screen, this does add some character to the game. It's the planning and drop stages where 101 stands out as an innovative product. No matter how well you plan for the mission, the whole shooting match can almost be won or lost before any of your men set foot on French soil. If you hadn't appreciated 101 's attention for historic detail by this point, it's certainly rammed home here. The silver lining was that both equipment bags did land with the four guys who did hit the target tile.