Tbh, the world building facet of DW doesn't really interest me that much. Same as the threat clock and that bit. I usually do my own thing there. That said, I always do session zero where the players help build the setting they are in. Plus I let players describe what their characters have seen and done before (letting them add to the world around them), making sure that I ask them not what is in the box, but what they think is in it. I do this in any system I use as, I am a sucker for story before system (I rarely GM a game, but rather attempt to shape a story out of tools given to me; taking care to use the tools the way I see fit). So why did I mention DW in the title? Because, I am familiar with it and I like the resolution mechanics, that's all. I like how the players say what they do and sometimes this triggers moves. I also like that certain players get to have certain mechanics that other players don't and that this is codified by the system (so there is no debate of what is fair and not). I have previously run PF modules using DW. And I have run DW by the book. I like that it's a malleable system, and that most players don't go in expecting to be able to rules lawyer, or debate the RAW/RAI of a certain mechanic, if they know how the rules work (contrary to my experience with 5e). TLDR; I don't work this so much into Dungeon World as I work Dungeon World into what I want to do. And I do worldbuilding my way, and usually only use the basic concept of the Apocalypse World Engine.