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
Listen to the Episode
Watch to the Episode
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.