So, World of Dungeons is interesting because it only has one move. As I dance around the edges of a first version of my own AW hack, a question has come to mind:
Given that I have a generic move, why would I include a more specific one?
I've come up with a few reasons so far; I'm interested in comments, your own reasons, etc.
1. Interesting failure/success options - the designer has a wonderful idea for particular kind of success or failure, and including it helps the game 'be about that'. These might be insights into human behavior, combat, etc. - or they might be genre-appropriate turns of events. ("On a 7-9, you shoot his hat off.")
2. Suggesting courses of action to the participants. You might have a general move, but if your players are starting at the option to a) do something b) betray a friend or c) seduce an authority figure, it's clear you're playing a particular kind of tale.
3. Walling off areas of gameplay with fast pacing. In The Regiment, there are downtime moves. These neatly communicate that the game includes some downtime, but it isn't really about that - the moves you have are very coarse-grained and so have the effect of helping the game getting lost, waist-deep in camp politics between missions. Nope - you roll your legwork move and you're back into battle. Imagine a 'when you go to town to spend your loot' sort of move for a dungeon crawly game.
Similarly, moves give players license to refer to a move when they want accelerated pacing. For example, if you want to 'launch a startup' and there's a move for that, that gives the participants a nudge you can do this with a certain amount of screen time - the GM might take the hint that she doesn't need to squeeze the players for justification of where they get their starting capital from. You don't need to know anything about starting a business, you can just describe it in a handwavey kind of way, and the move gives you license for it to work out (or not).
(I think of the sex moves in AW as a fascinating combination of 2 and 3 - they bring sex into the game, but with such an accelerated pace that it can be mechanically/fictionally meaningful without having to describe zippers and orifices.)
4. Conversely, moves can slow down pacing, and zoom in the game. Playing World of Dungeons, you could theoretically tackle a whole dungeon with a single move. This is clearly not possible in Dungeon World, since there are moves that trigger on specific portions of dungeon tackling.
5. Nudging the conversation back into a particular fictional concern. The moves in the Regiment set up a conversation about battlefield position and tactical advantage, despite the fact that these things have no mechanical effect (well, beyond gun range). There's no movement rate, shooting bonuses from being up high, etc. - but the multiple references to these ideas cause the moves to keep bouncing the participants' conversation back to these topics.
I'd love to hear other thoughts on this. (And it's dawning on me that there may be nineteen threads on this very topic.)