hawkeyefan
Legend
And also:
The Veil
Bootleggers
Dungeon World
Monster of the Week
Monsterhearts
Night Witches
Sagas of the Icelanders
Spirit of '77
The Warren
and those are the ones I own or have seen for sale in my games store. There are dozens more.
Yeah, I know there are a lot. Many more than either of us listed, for sure. My list was limited to not just games that I've read and/or played, but also to ones released in the last 5 years or so, since that's what @MGibster asked about. I was going mostly off memory, so I erred on the side of caution. For instance, Monsterhearts and Dungeon World are two of the biggest examples of PbtA games, but I think both came out in about 2012 or so, so more than 5 years ago.
Not that that diminishes the influence that Apocalypse World has had on gaming. If anything, I think it shows a consistent decade of influence.
To add to this: for me, a significant aspect of AW seems to be that fictional positioning doesn't generate intricate modifiers, but rather is a factor (i) in players making moves, and (ii) the GM establishing consequences.
I think the way the system approaches this strikes me as a very clever way (of course it's clever: Vincent Baker is a game design genius!) of making the fiction matter but not "shutting down" options through impossible modifiers. 4e tried to come close to this with its skill challenge framework, but it's not articulated as clearly as AW and there are some features of 4e that can get in the way of this style of resolution.
Yeah, fictional positioning and success with consequence combine in such a way that the fiction of the game is dynamic but logical, and that's a key element that I think has proven very beneficial to other games. These elements may predate the Bakers' use of them in Apocalypse World, but I think that is one of the games that's really made it clear and pushed it forward as a popular approach.