Critical Lit is a rapid, unruly panel show about classic tabletop RPG adventures. Its current center of gravity is a chapter-by-chapter deep dive into Curse of Strahd, the fifth edition D&D module released in 2016. The panel moves through the material with a mix of affection, impatience, and practical table sense. A creepy windmill becomes a discussion of hag business logic. A ruined mansion full of revenant knights becomes a joke engine and a question about how tragic lore is staged. Kresk and the Abbey become a close read of coercion, villagers, a mad abbot, mongrel folk, and a golem bride. The Wizard of Wines becomes more than a location; the show notices that scarce wine can function as political leverage across Barovia. That is the pattern. A bit lands, someone pushes it further, and then the group finds the design consequence hiding underneath. The pacing is messy in a deliberate-feeling way. Cold opens can veer through movie tangents, recording mishaps, Patreon notes, or a running joke before the episode snaps into the module. Once inside the text, though, the panel is specific. They care about room descriptions, command words, NPC motives, encounter assumptions, player incentives, and the difference between creepy flavor and usable game structure. White Plume Mountain gets similar attention, with the hosts weighing dungeon staffing, charm implications, illusion rewards, and the strange theatricality of first edition design. The show is not a solemn review desk. It is closer to a table of experienced RPG people reading aloud, heckling the page, and quietly doing serious design criticism while everyone is still laughing. Listeners who want clean summaries may find it too chaotic. Listeners who enjoy module weirdness, rules translation, and irreverent craft talk will find a lot to steal for their own games.