Miskatonic University Podcast is a long-running tabletop horror RPG show with Call of Cthulhu at its center. It has the feel of a late-night seminar where the lesson plan keeps getting interrupted by laughter, corrections, side comments, and real table wisdom. Keeper Bridget and Keeper Dave carry much of the excerpted conversation, often turning craft topics into practical debates about what players and keepers actually need. The show is strongest when it treats horror gaming as a shared act of trust. Characters can die, fail, go mad, or be sacrificed for a better story, and the hosts talk about that shift directly for players arriving from Dungeons and Dragons. That makes the advice useful, not just thematic. Episodes cover pacing a session, setting expectations, handling safety tools, and deciding when a group should compress, pause, or redirect a scenario. The show also has a tactile side. In the episode about clues, props, and handouts, the discussion keeps returning to how physical materials can make imagination feel present at the table. Arkham gets treated as a playable place, not just a name, with maps, blank spaces, keeper knowledge, and player choices shaping how the setting comes alive. The show is also willing to leave the usual 1920s and modern comfort zones. Victorian and gaslight horror, orphanages, child labor, powerless characters, and Cthulhu Dark all appear as ways to think about vulnerability and stakes. Guest episodes broaden the frame with Jesse Ross on portraying children, Gregory Geiger on accessibility in game design, and Mike Mason on Call of Cthulhu material. The result is not polished lecture audio. It is conversational, affectionate, and frequently off the rails. That informality is part of the point. The show sounds like people who care about games enough to argue with their own assumptions, laugh at their mistakes, and keep asking how horror can be more intense, more humane, and more playable.