The story is deep and interesting, and would work really well as a novel.As an AP podcast? It suffers from two major problems:One, players talking through their entire thought process before doing anything, which heavily pads the runtime.Two, the old D&D problem of GM vs. Players.The Keeper clearly wants to "defeat" the Players. Advanced successes frustrate the Keeper. Full successes are unrewarded. You can hear frustration, sometimes actual player anger, when they get a full success and then immediately get knocked out, or it isn't allowed to actually help. Mixed successes are treated as failure, with a player doing what they wanted, but they broke a bone, so they can't effectively do anything else, or they lost the most important item they could have lost, and no: they don't get a choice on a possible different outcome. Failures leave you surprised that the characters haven't died yet, twenty times over. Or more.In the end, the Keeper breaks the cardinal rule of MotW: this Keeper is clearly not a fan of the Player's characters.If you're a fan of competition-style GMs, who actively want to "win" and "defeat" their players, then this podcast may be for you.