A quality product for a game I barely recognize.
Like many people, I've been curious about the fourth edition of Dungeons and Dragons -- but I'd already seen enough of 4E to know that it probably wasn't going to be the fantasy game-system for me. Buying Goodman Games' Sellswords of Punjar gave me the chance to see the details of the 4E rules "in action", without mortgaging the cat, the dog, and that annoying kid down the street just to buy a whole new set of rulebooks I may never use.
What did I learn?
Goodman Games still knows how to make slick, interesting fantasy adventures which capture the imagination. This adventure also has a decidedly more "swords & sorcery" feel to it (e.g. Howard, Leiber, Moorcock), rather than the traditional "high fantasy" (Tolkien et al) stuff which typically defines most fanatsy rpgs. Definitely a welcome change of pace for me.
What else did I learn?
I'm sticking with Troll Lord Games' Castles & Crusades from here on out for my fantasy gaming needs -- with the occasional dip into Paizo's Pathfinder line for supplementary material.
I'm not getting into the "does 4E suck?" endless debate here -- all I can say is, in my opinion, 4E looks like a perfectly acceptable fantasy rpg system ... but it's not really D&D except in name only. Honestly, 4E bears about as much resemblance to Dungeons & Dragons as the current Battlestar Galactica television series bears to the 1970s TV show which inspired it -- a few superficial elements are common to both, but they are fundamentally different things.
4E and D&D are effectively two different games, and whether you're okay with that, or not, will depend on your personal preferences.
Sellswords of Punjar is a sufficiently good introductory adventure that I may well use its maps and its plot in a Castles and Crusades game, but it's obvious that I'll be gutting the 4E mechanics to do so. 4E is so much its own beast, that it's easier to use this adventure as an inspiration and a guideline, rather than to try to "translate" it in any sort ot systematic way.
Good story, good maps, quality production values ... and the encounters seem well thought out and well-balanced, in and of themselves.
Still, if you don't play 4E, be advised that you'll be buying this adventure more as a good story outline and a gameplay guideline. It won't translate anywhere near one-to-one without some serious hands-on heavy lifting by a motivated Game Master.