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Fallout 2d20 Wrap-up (Campaigns & Coffee)

Fallout 2d20 Wrap-up (Campaigns & Coffee)

Update: 2025-05-23
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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.
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Fallout 2d20 Wrap-up (Campaigns & Coffee)

Fallout 2d20 Wrap-up (Campaigns & Coffee)