Building on Mikael Andersson’s point, I think an important element of the “good hacks” is that there are a lot of things where there is no move, and that’s not an accident.

It’s not a mistake that there are a lot of questions you can’t ask in Apocalypse World: that’s the design. That’s the editorial voice. You can’t read a sitch and ask whatever questions you want because that’s not the move. That doesn’t mean you can’t find the answers to those questions. You definitely can. You just ask them, describe what’s happening in the fiction, and the MC either tells you the answer or creates a challenge for you to overcome.

So, even in the parts where people are butting heads with the design, that doesn’t mean it’s bad design; maybe it means the design goals are incompatible with what you want out of a game, and if so, so be it. But one of the beautiful strangenesses of a “good hack” (and maybe new language is going to be required soon, because I’m starting to feel like I’m making a “no true Scotsman” argument) is that sometimes a thing you do a lot will have no move, which moves it entirely into the realm of the discussion/the fiction. The very idea of a catch-all move mitigates the effectiveness of that kind of laser-focused design.

(Standard caveats apply, including the fact that I love Dungeon World and have run it nearly more than any other roll+stat game.)