A view of a gigantic steel vault door, from the game Falllout 4

Fallout 2d20 Wrap-up (Campaigns & Coffee)

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:

Chapters

0:00 Intro & Fallout Campaign Overview
1:17 First Impressions of the Fallout 2D20 System
3:38 Luck as a Game-Breaking Stat?
6:05 Perks, PDFs, and the Art of Scavenging
8:22 Critiques: Special Dice, Proprietary Components
10:23 What Didn’t Work—Or We Didn’t Use
13:40 Cheat Sheets and GM Tools
14:44 Favorite In-Game Moments
16:42 Character Growth and Future Arcs
20:15 Would You Play It Again?
21:56 Combat Mechanics and Cover
23:04 Planning the Next Arc: Session Zero Redux
24:56 Minion Mailbag: Dungeon Guard Duty Snacks
26:10 Outro

Listen to the Episode

Watch to the Episode

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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