The Glass Cannon Podcast is less a single campaign than a busy feed with several games. On the Glass Cannon Network feed, Shadowdark episodes share space with Pendragon: Under an Iron Sky, Blood of the Wild in Pathfinder 2E's Quest for the Frozen Flame, Time For Chaos in Call of Cthulhu Masks of Nyarlathotep, and We Shouldn't Be Alive in Twilight: 2000. There are also episodes titled Call of Cthulhu Live!, with Atlanta and Indianapolis in their names, plus GCN Community Update and GCN News Minute entries. Each campaign has its own flavor. Shadowdark is scrappy and dangerous. In one session the party debates slipping a memory-erasing brew into a drink, with the herbalist working out what ingredients the recipe needs. Another sees six orcs dropped in seconds before a whistle sends the rest scrambling over the palisade. A fight in the water with a crocodile follows elsewhere, and an improvised character, a self-styled calendar fireman named Feroni Jones, takes on a life of his own. Even table logistics become material: the Shadowdark players let an hourglass stand in for one player, Troy, and rotate it around the table at initiative. A run of Shadowdark titles, from So Wet to So Wet 4: Wet Lies Beneath, shows a taste for punning sequel names. Pendragon moves at a different pace. Here the narration turns ornate, describing a stone hall with black smoke coiling from its chimney and windows glowing like yellow eyes, and that weight lands hard against the joking around it. The story turns grave too, as knights face a lord who threatens to kill an infant said to be a changeling unless the fair folk respond. Feast scenes bring lighter contests, including an opposed roll to see who can eat the most swan neck pudding. Blood of the Wild is the most tactical of the three. Its combat turns on cover, flat-footed targets and a quick check of how far Ray of Frost actually reaches. Brian Holland introduces the Pendragon cast; Jared Logan is Game Master for Blood of the Wild, with Mary Lou, Paula Deming and Skid Marr at the table. What carries all of it is the company. Mechanics get explained in the open, tangents run their course, and the dice decide when the story resumes.