I put this in blood & guts because it concerns hacking, more or less.
Here's a move I wrote to illustrate my situation:
whenever you try to write a game, roll +game designer. On 10+ choose 3, on 7-9 choose 2, on a miss your game is crap.
-your new game is not an AW hack
-your game is awesome
-your game is fun
-your game is well designed
What's going on? You might have seen my Sagas of the Icelanders hack. Thing is, before AW came along, that was its own game in-the-making, new mechanics, all that stuff. There's also the matter of a gritty surreal fantasy game I've been toying with for a while. I had a bunch of concepts and some loose mechanical bits. Now, all I can think of is how to make it an AW hack. There are other examples.
When I think of how to tackle a design problem, the moves are staring me in the face, poking my eye with a long knife. I cannot think of mechanics outside moves. It's all I can muster. Ok, I'm exaggerating a bit, but you get my point.
Now, there are many pros to this:
-in a way, that means that more people will read and play my game if it's a hack of a popular game (probably)
-AW is just awesome, so what could be wrong with that
-moves are elegant and intuitive, they're something I've been looking for in games for a long time, why not use them
The cons, well, I don't know. For one I fear I will get oversaturated, also, I feel robbed of my originality. Vincent, you robbed me! Then there's the fact that a lot of other people are making hacks. Do we really need another one? Well, yes and no. Last but not least, am I really doing my games a favour by turning them into AW hacks? Again, yes and no.
But yeah, just wanted to get this off my chest. Screw it, AW is a brilliant game. Make more hacks people, Bulwark, Knife & Candle and Dragon Killer are making me happy in my pants. Dead Weight, too.