Dungeon World is having a very real, meaningful impact on how I look at games, and how I look at my game.
I’m a big believer in cross-product, system-neutral play, which is to say that I encourage everyone to steal from every game they own when building a campaign or creating an adventure. If the mechanical crunch doesn’t work, ignore it and take the story ideas or abstract rule concepts that you like. If flavor and genre don’t match, use the mechanical parts you like and just reskin the rest. I’ll use Pathfinder’s GameMastery Guide to roll up a random location for my World of Darkness game just as easily as I’ll repurpose the time travel rules from Transdimensional TMNT with a heaping serving of cosmic horror for my Great Race of Yith themed Call of Cthulhu mini-series.
No matter what, I’m always on the lookout for the next mechanical innovation to inspire my own homebrew campaign; last time is was Mouse Guard’s Trait system, and those are now being tempered by Dungeon World’s similar Tags and complications. I like this game enough to...already be thinking about how I could rebuild it from the ground up to suit my play style.