Found this review of the game..https://platonic-solids.com/2017/01/24/review-sagas-of-the-icelanders/
and I would like to emphasize some points it brings up, about the game having some interesting "tech" that we haven't seen used in other PbtA games. I'm intrigued on the reasons for that, since they work great to push the game's goals IMO:
1) Relationship based reward. Most Apocalypse World hacks suggest players create goals, implicitly. Sagas makes it a explicit mechanic tied to your character advancement.
2) Bonds. You act on your relationships, you gain bonds.. that you use to influence other players characters, usually to advance your agenda regarding those initial relationships (protect my daughter, avenge my father, kill that christian neighbour, etc).
3) Gender/Social moves that work like a powder keg, guaranteeing that, sooner or later, characters will explode against each other.
4) Endgame moves that allow players to rewrite/retrofit basic moves based on changes in the fiction. Eg: "When you die a christian, choose an aspect of local culture to change. This includes rewritting basic moves if needed
" - this allow a player whose character dies a christian to say, for example, that from now on the local culture will abandon the "upholding honor" basic move that's intrinsic to men.
This is one of the most interesting ecology of rules feeding into each other I've seen in a AW hack (even more than Monsterhearts *raises shield*). And it seems some people agree with me, as the review above indicates. Then, I ask, WHY has this not been replicated in any other AW hack or sibling? Perhaps the game wasn't popular enough to influence future hacks ? It's perceived flaws made people forget it's qualities? Other?