I'm going to code the whole pre-mission variable handling in one go... ship loadout, briefing stages, etc. When I'm done, they should all work the same way, so this should not be an issue.
Originally posted by karajorma
I'm thinking of doing this with a player persistant variable in the first mission of a campaign (basically I want to be able to change the briefing if the player has played the mission once already and failed)
Hehehe... this is the tip of the iceberg of screwy stuff you can do with player-persistent variables.

and I'm a little worried that things won't work the first time through the mission
The only time the persistent variable code kicks in is when the mission is loaded. If the variable is marked as persistent, but there's no match in the existing PV list, it acquires the same default value as it would if it weren't persistent - i.e. the value you specify when adding a variable through the event editor.
The default value is saved in the mission file, so it's assigned to the variable every time the mission is loaded. PVs work by overwriting this default value with whatever is found in any matching PV entry.