I had a friend recently ask me this and thought I would share this with the usual suspects. We unfortunately don't live close enough to game together, thus this Q&A. My answer below is my own poorly expressed opinion.
"I finally played a face to face game of Pulp Alley... Overall, I have to say I found it a bit silly. I don't mind an RPG element, but neither of us could really get our heads around the plot points. According to Dave, you are basically forced to move to and attempt all of the Plot Points. What I found hardest to grasp was the ground scale, or maybe the lack of one. Everything seems too close together. So my question to you, is what do you like about the game, and what makes folks think it is so special?"
First of all, you don't have to attempt all Plot Points [hereinafter abbreviated as PP]. But the PPs are basically victory points, which side holds the most wins. So by not attempting one you're basically giving the other side free points.
What makes this game special for me is that the PPs add a nice flavor to the game [ie why we fight] so it is not just side A fights side B to the finish. While you could use Pulp Alley for stand alone fights, the PPs force you to do more than just kill the other team. The PPs and the the cards, do two things for us; 1) keeps all players involved and; 2) makes the game feel like a Pulp Movie/Serial/Comic. Indiana didn't fight Nazis for the fun of it, but came into conflict as they both raced for the Grail from one scene to the next.
As to ground scale, I game 28mm and so my chosen ground scale is 1" = 5' and the rules work for me in that regard. Yes there is not a whole lot of maneuver room, but that doesn't bother me. As to 'too close together', that's why I play solo WW2 using NUTs by THW in 20mm and don't change the scale from the giving 28mm measurements, that opens up room and gun ranges a bit.
Bottom line, I like the elegance of the rules by not being bogged down in minutia yet giving a very satisfying game.