Vincent,
1) That's some good news! It seems as though my group has misinterpreted the lists of success options. Our expectations have somehow become that a successful roll entitles you to achieve something obviously useful. "Conserve your strength and wait" would fail on that front and leave the roller feeling short-changed.
Perhaps we've been using the Read moves this way because that's how all the other moves work? For Go Aggro and Seize, "obviously useful" works fine for us. Open Your Brain has been a weird grab bag of approaches, often akin to Read a Sitch by Magic, but the inherent dislocation has rendered it a non-issue for immersion.
That leaves Seduce/Manipulate. Man. I've gotten some NPCs to do some pretty extreme 180s with nothing but words. Our standards for "to do it, do it" have been very forgiving. What's clear to me is that if a player tries to con an NPC, grabs for their dice, and then I say, "No, there's no way that what you said would successfully manipulate them," the player will be pissed. All of a sudden Dave is playing judge over their contributions instead of helping them be awesome.
Any suggestions on how to make them not feel that way?
2) Okay, here's a concrete technique question! We've been picking up the Basic Moves sheet of paper, MC and player both scanning it, MC giving suggestions, group hashing out what's plausible, player making final call from among those.
Instead, should we take the sheet off the table, and let the MC read the lists in secret and dole out whichever results seem most apt?
That'd give the players more incentive to clarify and justify specific intents (as you suggested: look for an escape route), but again risks evoking disempowering "convince the GM" feelings.
Or is all that totally up to us, and not a designed part of the game?
I apologize if you answered this question in the book. I read the whole thing once and only certain worky bits since.
3) FWIW, I agree that compromising immersion is often the right call in a given game. I'm just not sure about the range of where that line might fall in AW play, and where within that range can work for my group.
4) I have plenty of thoughts on your old immersion writings (been working on point #4 for years!), but this doesn't seem to be the place for them. Your 3 points remind me a lot of the "right" in Right to Dream. I get how they underlie AW's approach to immersion, and I think that part of my group's dynamic is actually quite solid. The trouble lies more in specific resolution details. (BTW, for a wide-ranging attempt at immersive mechanics, you might enjoy this
combat system thread.)