Why is Annalow fun?
Why is Improvisation fun?
Why is Roll Playing in general fun?
Even in the more tactical games, like 4th Eddision, there's still entertainment in story telling. People who play miniature battles or, for that matter, shoots and ladders has some form of improvising story. Annalow as a setting aspires to be colorful and conflict oriented, granting each player their own tale. I'd love for Annalow to be a setting for romances, mysteries, political dramas, or comedies. Even tragedy is welcome as long as the player could walk away and say "You gotta hear what happened to me last night."
I guess that's the point of any roll playing experience, the story telling. Boring is the sin of any game and with lack of dice, more emphasis on resource management, Active Exploits is the perfect system for an intellectual approach to roll playing, in my humble opinion. That's why I picked it for the Annalow setting.
Why is it fun?
I hope it's fun because it's a good way for friend to come together and tell a good story. The GM sets the stage, the players gather round, and everybody has a beer (or Mountain Dew) while they work toward saving or damning a city under Mandra's watch.
The Wild Effee's will try and free Tame Effees who don't want to leave. The Ixxar and the Church will butt heads. All the while Merchants and travelers from far lands come through town for a cut of profit. The Felfs will question what it's all about and the Crynt will sit back and watch. There's a lot of stories to be told in Annalow.
I hope I won't be the only one having all the fun.