Yet, I still see it every year at the very small convention I go to. And it is not the same GM every year. I also still see it on the shelves of the FLGS. To me it is still successful.
I'm sure there are people who have learnt by doing rather than reading the rules. Hopefully they at least read their character features eventually. I have no idea of the proportion of players.
Are there any better statistics on RPGs played (rather than bought)? Even given all these data sets have pretty obvious selection biases. I think the ORR group report (Roll20) was a better sample, but is no longer published.
That is too deep for my interest. I treated them as more of a design sketch. Also, I have only played Dungeon World (and no other PbtA game) once. I find it interesting to see their design thinking and maybe I'll play or run some more of DW.
Where are you seeing things changing? I'm getting their newsletter (which seems the same as their blog). But, I can't see anything that has been changed as a result of feedback.
I'm interested in how the character creation works. I DM in a game store and it would be nice if it speeds up new player character creation and their understanding of their character abilities. The standard character sheet is a lot even for pregens, especially with spells needing to be looked up.
Wouldn't be easier to say "You can hit if you pay two luck points". I don't like those sorts of guessing games. For example, I treat traditional inspiration as a re-roll (if I think to give it out).
You could licence it under the OGL yourself, if you wanted to. Similar to what kobold press did with Tales Of The Valiant. They used the ORC licence and made the changes the content. But I can't see why you could just re-licence it under OGL as long as you included the attribution. You could...