My group is almost done with the first module in this series. it's been a LOT of fun to play so far. Although, given that half the group decided to take advantage of the recent release of the advanced races guide they make for one weird looking group of press ganged sailors.
that aside, they've learned harsh lessons about having balanced characters - pure combat skills are important but they've had to learn the value of skills they normally wouldn't consider key. things like perform, heal, profession: sailor, and swim. they've learned to count ammo and to think in THREE dimensions during combat (yes Virgina you CAN fight in the rigging!) Bluff is proving to be extremely useful as well as diplomacy and intimidate. its been something of a learning experience for my players but...they've adapted well and everyone is really enjoying themselves.
next up is the grindylows cave and the mutiny afterwards. we shall see what they do if/when they rid themselves of master scourge and mister plug. he's lashed every one of 'em at least once and the gunslinger has been slammed a couple times for being impertinent. so I suspect some bad things are gonna happen to those two should they survive the mutiny.