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