So I'm probably not the only one who's thought this, but I haven't seen discussion about it, so here it is. Some months back Ken Hite made a
post on his blog about setting creation. Within it, he discusses how powerful random tables are:
how do you get [players] to pick up the setting and wield it like a battleaxe? (or a warhammer.) Gary Gygax gave us the answer. And then he immediately hid it from us. The answer is the Random Encounter Table, or Wandering Monster Table, or Random Dungeon Generator, and all those other wondrous time-killers in the back of the DMG. By stocking those tables, paying some attention to the probabilities, and adding modifiers here and there, you create an immediate, accessible method for GMs to understand your setting in the most visceral way possible: by co-creating it with you. They only have to read the setting bits they've generated, and they have a story and an adventure. This is an almost insanely powerful technology for setting design and presentation, and we've unaccountably left it back in its rudimentary Bronze Age form, like the Antikythera Mechanism.
Why? Because I (and I think virtually every other designer of my generation) fixated instead on Gary's other answer, the exact wrong answer to the problem: Greyhawk. (Or Glorantha.) Don't co-create, hyper-create! Don't leave randomness around in your wilderness hexes -- define the heck out of every hex to start with! Put in weather patterns, and historical chronologies, and elf pantheons!
I see AW's moves (the ones with lists, I mean) as a powerful harnessing of random table technology. Ken Hite talks about the power of random tables toward setting creation, and of course setting creation is happening all the time in AW, but really the random-tables-within-moves in AW are all about using that power toward situation creation, which I suppose is just another evolution of In A Wicked Age's oracles.
So, yep, that's it. Just some food for thought that hopefully helps people ponder AW in a fruitful way.