Re: Generation Ship Campaigns
Late last year I ran a campaign like this, using Metamorphosis Alpha heavily as a source. It was post-apocalyptic, and not only did the PCs (who were mutants) have to fend off a growing horde of one of the mutant races, they had to save their "level" when these same mutants broke into one of the level control centers and made off with the chronometric sequencer, the device that controlled many time-related functions, including the rising of the "sun". The campaign was a great success, and we only stopped because one of the players wanted to try a fantasy campaign. We may get back to it one day.
While MA is long out of print (the initial version came out just after the original D&D, and it's had I think three versions since), it's currently being resurrected, last I heard. The original author, Jim Ward, who also later worked on Gamma World, was working on a new version, as people were still playing it nearly thirty years after it was originally published. Fast Forward Games (http://www.fastforwardgames.com) has more info, and another very good MA resource is http://www.metamorphosisalpha.com.