Not-exhaustive list of various factors that contribute to making things fun to write:
You don't need all of these, but more is usually better.
- Agency
- Initiative
- Impact on the world
- Risk of failure
- Consequences for failure
- Escapism. Writing about ninja solving problems with magic is more exciting than writing about some guy having a meeting over donuts and coffee
- Inspiring speeches
Compare:
"Go out into the monster-infested woods and punch monsters in the face so that they leave you alone long enough to use MEW to build an aqueduct."
I don't know why you want to write about punching local chakra beasts. They are neither challenging or particularly interesting.
Also, it's appeared that I don't have particularly high tolerance for danger. Orochimaru's dungeon has me alarmed once it's shown that Noburi almost died. The SIN stuff was an "oh crap" moment. Problem solving is interesting....but.
Consequence of failure is extremely serious. It could very well mean the end of the quest. And there's no REDO button once we move past the very likely salty reaction, and very likely no resurrect button either. I can tolerate setbacks we can recover from, though.