I picked this up to give me some ideas on running pulp-content scenarios in my Call of Cthulhu campaign. I wan not disappointed. This is an excellent summation with enough information to permit the GM to run pulp style adventures for just about any system, and the scenario generator, though a bit mechanistic, does allow the GM to create a basic outline which he can then flesh out with as many plot twists and turns as he has time to develop.
The essay on why Pulp is not a "genre," while interesting, used space that could have been better spent elsewhere. Frankly I don't care as much whether my label usage is "correct" as I do about the nuts and bolts of running an adventure. Perhaps replacing this with more information on the Cliffhanger style of play or a more in depth discussion of how to create fleshed out scenarios using the scenario generator (such as clue placement, etc, etc) might have been a better use of the time and space.
As usual, DriveThru did a bang-up job reproducing the document and I had no problems with legibility or bleed through or anything like that. I'll give this one a good, solid "4."
[4 of 5 Stars!]