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Description

With the first arc of our Fallout 2d20 campaign completed, we sit down with some coffee to reflect on the game.

We talk about the 2d20 system's strengths, campaign story arcs, funky dice, perk cards, and immersive mechanics. Looking ahead, we think about future campaign goals, new characters, and deeper dives into Fallout-style survival gameplay.

Want more Fallout 2d20? Check out:

Post: Fallout 2d20 Campaign & RPG Resources

Podcast: Gore and Lore in Fallout – Campaigns & Coffee

Podcast: Fallout Zones

Chapters

0:00 Intro & Fallout Campaign Overview1:17 First Impressions of the Fallout 2D20 System3:38 Luck as a Game-Breaking Stat?6:05 Perks, PDFs, and the Art of Scavenging8:22 Critiques: Special Dice, Proprietary Components10:23 What Didn't Work—Or We Didn't Use13:40 Cheat Sheets and GM Tools14:44 Favorite In-Game Moments16:42 Character Growth and Future Arcs20:15 Would You Play It Again?21:56 Combat Mechanics and Cover23:04 Planning the Next Arc: Session Zero Redux24:56 Minion Mailbag: Dungeon Guard Duty Snacks26:10 Outro

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Watch Fallout 2d20 Wrap-up (Campaigns & Coffee) on YouTube.

Show Notes

Fallout 2D20 system wrap-up after six sessions

Reflections on long break and return to post-apocalyptic play

Mechanics discussion: perks, action points, special dice, and the role of luck

Praise and critiques: rulebook usability, proprietary materials, and gameplay smoothness

Favorite moments: Pip-Boy puzzles, Nurse 17’s goldfish crusade, and ghoul roleplay

Hopes for future arcs: deeper scavenging, zone maps, and expanded character growth

Josh contemplating retiring "Lucky Buck"

Session Zero for planning future campaign direction

Bonus question: Best snack for dungeon guard duty

Featured Image

The door from Vault 81 in Fallout 4.