I won't really say 'sell me on', because I'm not sure I want to be. It's been cropping up more and more lately in its various incarnations as a recommended system, so I did some looking around to find out more.
When you post on a forum Nitishajack inquiring about AW, please roll+Weird. On a 10+ you'll get good information and maybe Keeler won't come looking for you, 7-9 Keeler certainly is looking for you but before she finds you, you learn more about AW. On a miss, damn I was about to tell you about AW but it looks like Keeler already found you...I'll get the mop.Nah I'm kidding, I am actually a pretty new player to AW and thought I'd at least give you my thoughts on your inquiry. If not for you at least for others that may be wondering too, from a newbie's perspective. The above scenario and custom move is a basic demonstration on how certain scenes would play out. The results are very easy to interpret using 2 d6.
What drew me to AW was first, it's simplicity in some respects. Don't get me wrong, there are still things I just don't understand quite well just yet because of its abstract nature, (which is why I am going to ask about vehicles and the operator's crew shortly after this post) but what I've seen is, once you get the system or a certain mechanic or how a certain abstraction works, you don't have to look up the rule a million times anymore. I experienced this in other RPGs where the mechanics were so specific or complicated that I would have to continually refer to the rule over and over even after understanding it. Interestingly if you do look up a rule or a move you are normally looking it up to refer to a pre-outlined list of options for certain moves, it doesn't really slow down the game very much.
To me, while it can be, it isn't a combat oriented game. If you really want your players to
roleplay more than roll dice continually for everything they do, try this game. If you enjoy narrating but not predetermining everything, try this game. If you want number crunching to a bare minimal, try this game.
You mentioned the sex moves, yeah they exist. However it isn't the main part of the game, nor do you even have to use them, which brings me to my next point.
This game is one of the more friendly games I have ever played that made it so easy to customize, sometimes even on the fly. I personally don't use sex moves but I did customize them with something else (mainly because of some of my players, I don't want to make uncomfortable, nor do I really care to narrate such scenes myself), this is why you see so many "hacks" based on the system. It is easily customizable and skinnable.
Lastly, I enjoy that you truly don't need much other than dice, paper and pencil. Many newer mainstream RPGs require special dice, miniatures, grids, status trackers, initiative and HP trackers etc etc. I got really tired of that crap personally, some enjoy it, but it is high maintenance and I have a family--I don't have time for that stuff anymore. Prep is pretty light compared to say D&D and other d20 variants. My d20 games take an entire box to store, AW all I have is the print outs and dice, the paper all goes in a neat notebook. :)
Anyway peace.