Reinar
First time out of the vault

Aaaand me once again
I was fiddling today with my new campaign and I found out how to keep tag on your main character between missions.
Each map you have has its "sister" porting map. On this porting map is just a "main dude only" spawn point with the tag you want to use, presumably "player", and one preserved trigger to send the player to the actual map.
Let's have an example campaign with a village map. You'll have two files:
1: map_village.map
2: port_village.map
1)
This is the map with floors, tents, crops etc. Put an action to set map_village to covered on your preserved trigger (like map exiting trigger). The spawn point doesn't have a tag.
2)
The porting map. You can just place a small black floor so you don't see yourself falling. Set the spawn point to "main dude only" and assign a tag you'd like to use later in the map_village. Create one preserved trigger to immediately go to map_village. I recommend ticking "allow vehicle" if you're going to allow vehicles in the other map as well.
In generic_mission.txt, assign a name only to the port_village map.
In campaign editor, place the two locations on top of each other. Even if player clicks on the map_village on the panel on the right side (it will be blank, but clickable), it will send him to the actual position of the village. But since the map_village is covered, he will always enter port_village.
You could create some "welcome" map for the porting maps. Like a road leading to the village, an elevator leading to a bunker etc. If there's no gameplay, use just instant port so you don't bother the player. Just to be sure, I'll also say that you don't need to use porting maps at all times, just when you want to actually use the player tag in the current map.
Note: forcing windowed speech on your char if the condition is "speech occurred" will crash the game. You can still divide it into 2 triggers and use variables. Wheeew!

Each map you have has its "sister" porting map. On this porting map is just a "main dude only" spawn point with the tag you want to use, presumably "player", and one preserved trigger to send the player to the actual map.
Let's have an example campaign with a village map. You'll have two files:
1: map_village.map
2: port_village.map
1)
This is the map with floors, tents, crops etc. Put an action to set map_village to covered on your preserved trigger (like map exiting trigger). The spawn point doesn't have a tag.
2)
The porting map. You can just place a small black floor so you don't see yourself falling. Set the spawn point to "main dude only" and assign a tag you'd like to use later in the map_village. Create one preserved trigger to immediately go to map_village. I recommend ticking "allow vehicle" if you're going to allow vehicles in the other map as well.
In generic_mission.txt, assign a name only to the port_village map.
In campaign editor, place the two locations on top of each other. Even if player clicks on the map_village on the panel on the right side (it will be blank, but clickable), it will send him to the actual position of the village. But since the map_village is covered, he will always enter port_village.
You could create some "welcome" map for the porting maps. Like a road leading to the village, an elevator leading to a bunker etc. If there's no gameplay, use just instant port so you don't bother the player. Just to be sure, I'll also say that you don't need to use porting maps at all times, just when you want to actually use the player tag in the current map.
Note: forcing windowed speech on your char if the condition is "speech occurred" will crash the game. You can still divide it into 2 triggers and use variables. Wheeew!