We weren't antisocial: we were effective. With Sharps at +3 (or greater) and Hards at +3 (or greater), it gets pretty trivial to find out who your enemies are and then eliminate them. Apocalypse World's mechanics encourage some seriously easy mind person reading.
I mean, why pillage farmers when you can make a better world with, say, a windmill powered by hope, and then convince those farmers to join up with you because you basically can't lose gang fights, are being nice, and are devastatingly effective at eliminating threats the moment they're detected? This wasn't about HAHA NO ONE CAN STOP US KICK THAT PUPPY FOR FUN, it was more, "hey with a few dierolls we know more than everything we care to about our opposition and then with a few more we can eliminate them and a few more by the Angel and Savvyhead we can invent all kinds of mechanical and biological solutions to resolve the immediate post-apocalypse-ness in this neck of the woods".
I mean, the disease cure was brutal and effective - eliminate the sick, heal the well. So was eliminating the raiding gangs and using the power vacuum to insert our own gang as armed transport and trade facilitators. So was a lot of other "find evil, shoot it in the face" sort of solutions.
If anything, the "realness" made things trivial; it seemed only contrived crapsack grimdarkness would keep the challenge coming. The AW mechanics support some pretty easy rides to glory: playing it real made the PCs' jobs easier.