I’m thinking more and more of moves as rulings, and feeling more freedom to write custom moves as the situation demands – usually to satisfy one of the game’s principles, when an existing move feels inadequate. This includes coming up with moves as a player, and suggesting them to the GM.
For example, my PC has technology that can “remix” existing human memories, and this is how he produced his AI friends. It’s not a general-purpose memory editor, it only facilitates the creation or repair of living minds on their own terms. Another PC, and his NPC love interest, both shared plenty of experiences, but had also lost memories or emotional contexts. So we put this tech to use fixing that. Rather than Unleash Your Powers, I wanted a move that put control over those characters’ fates in their hands, and gave them as much authority as they could. The resulting suggestion to the GM (and adopted as written, and used successfully) was this:
When your memories are remixed with someone else’s via Newman neurotech, roll +Conditions. On a hit, the resulting connectome (a map of how a brain is wired) is stable, and the merge goes forward. On 10+, pick three side effects. On 7-9, pick one.
1. An important existing memory takes on a new form, or you get a new perspective on it
2. You get memories the other person would prefer you don’t get
3. You gain one of their goals or plans; if it’s something you wouldn’t have done before, mark potential if you do it
4. Your ego is in flux; the GM shifts your labels
5. Their relationships bleed into yours; give Influence to the other person, or to someone they give Influence to
On a miss, choose one: the connectome isn’t viable and the merge can’t take place and you must try again after time passes, or the merge succeeds but your ego is wildly in flux – the GM will rearrange your labels as they see fit and you take a powerful blow.