Hmm..
The Hunt [Starts Marked] - At the beginning of each session, roll + sharp. On a 10+, your hunt was bountiful, gain the fruit of your labor. On a 7-9, you can abandon your fruit, or keep it and invite a soft move from the Landscape. On a 6-, the Landscape acts according to its nature.
Hunting Grounds
You have a preferred ground for going out and hunting prey. While you may not have uncontested control of this land, it is yours just the same.
Choose a landscape for your hunting ground. Then choose a direction. The hunting ground will Near in a direction of your choice on the MC's threat map. Talk with him about it, he knows what we mean.
•Prison (impulse: to contain, to deny egress)
•Breeding pit (impulse: to generate badness)
•Furnace (impulse: to consume things)
•Mirage (impulse: to entice and betray people)
•Maze (impulse: to trap, to frustrate passage)
•Fortress (impulse: to deny access)
Choose the fruit of your hunting ground. When you succeed on a hunt, you will gain the fruit, but others might seek it also.
Rare valuables [+barter]
Old world Salvage [+gear]
Medicinal Herbs [+remedy]
Cuts of meat [+tastes]
Choose 2 features of your hunting ground. These add an additional Threat Move to the terrain.
The predators are fearsome (Attack an interloper with shock and power)
The predators are intelligent (Stalk an interloper)
The prey are diminutive (Get into an interloper's stuff)
It is open and windswept (Reveal an interloper to a foe)
It is haunted (Stalk an interloper with a ghostly apparition)
It is being worn away by time (Crumble away or fall apart)
It is growing as time goes on (Consume nearby territory)
Finally detail the hunting ground according to its Landscape, Fruit and Features.
My Thoughts
So, making the hunting ground into a Landscape means that it becomes a Threat, giving it more of a presence and potentially active role. Making it a near Threat means that there is a good chance that stuff will happen there. If you want to go east, you need to go through Bodak's Canyon, or take the very long way around.
I gave the features Threat Moves instead of tags, to make them more immediately useable by the MC (not that tags aren't useable, just that the moves are faster to use). That does make the playbook rather MC mechanic heavy (revealing stuff that is usually in the background), including the way The Hunt move has been written.
This is just a quick thought I had, so more tweaking is definitely appropriate, if this is the path we go with.