I can´t help but think that the Hx isn´t as dinamic in play as I had imagined it when first hearing the concept. Maybe it is intended to work this way, but I´d like to see a little movemente in the Hx as a result of the moves.
In particular, I don´t see negative Hx appearing a lot in play, which is why I´m confused about the "Hx-4 goes to -1, mark experience", which seems to bee very absent from my AP experience.
These are my ideas:
-Use failures as a way to adjust Hx: "Ok, so you failed reading Marco, didn´t you? First, you get -1 Hx w/him, and also..."
-Spot for particular circumstances in the story where adjusting Hx might seem reasonable, and just go with it: "So, while you´re hiding there, Billy starts undressing, and you finally get to see what´s beneath his heavy coat. Get +1 Hx with him." or "Well, you´ve been following that disguised guy you think is Marco, but really isn´t him, and you see him trading for drugs with Tum Tum. Get -1 Hx with Marco, that guy just isn´t him, but you don´t know that."
-Modify some moves? "if you don´t spend a hold got by reading a person by the end of the conversation, trade each hold unspent for +1Hx with him.
Or maybe, at the end of some sessions: choose one PC who knows you better than before, and you may also choose one PC who knows you less than before.
What do you think?