This is something I ran into with a hack I'm working on - translating the MC Agenda and Principles was mostly intuitive, but there didn't seem to be an analog for the other players. I'm happy but not finished with what I came up with; in particular, distinguishing between Agenda and Principles is difficult for me.
It has also been difficult to not drift into an admonishing or pedantic tone. I try to think of how I would like to be told these things, especially when I was younger and more sensitive to whether someone was being respectful or not in addressing me. Sorry if it doesn't jibe for the reader.
So this is what I wrote under 'Player Principles':
The PC player is taking on the role of a protagonist in the fiction created by playing this game. mDWH requires that the PC players all adhere to the following set of principles:
1. Play to explore the world and take risks with your character.
2. Play with the other people playing (i.e. not in spite of or at the expense of).
3. Play your PC to be adventuresome, plausible, and part of a team.
4. Look for opportunities to make rolls and show off your character.
5. Look for opportunities to make your PC more powerful and more fun to play.
6. Concede final authority over the fiction to the DM.
And this is what I have written in the Examples/Explanations for this section:
1.5.1 Exploring the world and taking risks
The game is no fun if you are not interested in exploring the world or in taking risks with your character. It simply doesn’t work. If you aren’t engaged by the current direction, say so and offer a direction you would find interesting. If the risks to your character overly outweigh the reward, say so and clarify the kinds of risks you are willing to take.
1.5.2 Playing a collaborative game
The game will not work if one or more players are enjoying themselves at the expense of others. This doesn’t preclude competition. If you feel you are being treated poorly, point it out and clarify what you would find acceptable. It may be that your fellow players enjoy harder competition than you, or enjoy their accomplishments in a way that bothers you. Irreconcilable differences mean you can’t successfully play this game together.
1.5.3 Adventuresome, plausible, part of a team
Your character (tying back to taking risks) needs to be motivated to go out and get into dangerous situations - establishing and being clear about this motivation is your job. Those motivations need to be sensible enough to fit into the setting and appropriate to the situations in the fiction, preferably with due consideration for potential consequences. You will be playing with other folks’ PCs, and so you’ll need to have those motivations mesh well enough to continue playing together. If you can’t find suitable motivation(s), can’t play your PC with regard to possible consequences, and/or can’t establish sufficient pretext to keep your PC working with the others, then the game won’t work.
1.5.4 Getting rolls, getting spotlight
Much of the game comes from taking risks, and much of those risks are represented in rolling for the Moves; much of the engaging fiction comes from watching the PCs get up to their adventuresome lives. If you often find yourself trying to bypass having to roll, consider whether a risk-oriented game is what you want to be playing. If you find your character not getting much ‘screen-time’, speak up and/or push to get into the action.
1.5.5 Growing and changing, increasing the fun
mDWH models from D&D and its ilk, where character capability increases over time; taking risks leads to getting XP, which leads to a more powerful character capable of taking bigger risks, and (usually) having increasing ramifications in the fiction. This is central to this kind of play, so if this kind of exploration isn’t fun, think about what is and if this game can provide it.
1.5.6 Authority over the fiction
You choose your DM on the basis of trust - trust in their sense of fair play, trust in their creative capacity, and trust in their investment in your enjoyment. When these trusts come into question, this game cannot support an actual lack of trust. You will have to sort it out in whatever manner is normal for you or stop playing.
It needs some work! But those are some of the things I thought would be good to be able to refer back to while playing - they are (I think) supported by the way the other parts of the game interact.
Something else relevant to this subject is the (um, can't find it, if someone else can link to it please) "x-y-z axis" of character playbooks in AW; the tools to engage and guide the players are built into the character playbooks at a conceptual level and expressed in the details of their looks and moves. This kind of precludes the need for an explicit agenda for players, for AW.