Well, I'd honestly just suggest you remove you'll not be in danger option. Danger sounds like its suppose to be part of the package, but as a choice with so many selections even on a half hit, it looks like it'll never occur. On that note, your second option seems a bit off too, you can do things different this time? This one is more an issue between the game and the reality of running it. Memories cannot repeat -exactly- its part of what makes them memories. They rewrite and you are none the wiser. So even if you wanted to show them exactly the same thing again, you will be hard pressed to do so. This could prove to be problematic, especially if you and the player remembered the thing differently in your minds eye.
I'd also expand upon the trigger for the move. If this is something they can just do anywhere, whenever, where-ever, then maybe opening their mind might be a better option. Although this move does seem like its attempting something from inception. Which is very cool. So let me provide you an example, maybe it'll help, maybe you shouldn't listen to me. :)
The Narrative broken down:
You have a world where people lose themselves in the past, repeating memories, changing what they did in them, forgetting both the present and their reality. This is like a drug. Addictive, nostalgic, dangerous for a number of reasons. If you relive a memory a hundred times, do you still remember what it was like the first time? You know... the time where it actually happened, where you actually made connections with those people? Sure you might fall in love with that beauty,maybe you even married her, but in reality? She doesn't even know your name, hell, maybe she finds out about the drug and hate you for it, maybe she's found someone else, better, in all the time you've been wasting away dreaming. Not to mention, dreaming backwards is dangerous, sometimes people just close their eyes and die.
First, if you do this, you'll have to realize that you're playing a very solitary game here. The people that keep going into the dream aren't interacting in any PC-NPC-PC triangles that'll stay when they wake up. The players wont be dreaming together, they'll be taking turns either doing something for real or drugging themselves up for their own memory baths. So you need to be very careful how you decide to employ this. Nothing like saying you can die in your recall, but nothing you do there matters.
Really if this was just a little threat, something cool that's also in your story, then I'd treat it like a sickness. It doesn't really matter what they go back to or for, its better then whatever it is now. You might wanna keep the focus on the REAL and let the memories take a backseat:
When you drop focus for the first time, draw an addiction clock mark the first segment and roll+weird. On a hit take +1 forward as your memories offer you some insight. On a 10+ you've learned something new in your recall, ask the MC a question about something that happened, he'll give you an answer. On a 7–9, pass out in the street and sleep for a long time or suffer 2 harm (ap) right now. Your memories either tried to kill you, or you -really- enjoyed the experience. On a miss: mark a tick on the addiction clock, suffer 2-harm (ap), and the MC can tell you something about your memory that you believe actually happened.
Addiction Clock. Once you've dropped focus... you never quite regain it. At the beginning of each session roll +addiction. (starting with a +3 before 3pm, then going around the clock marks +2 before 6pm, +1 before 9pm, +0 before 10pm, -1 before 11pm, -2 before high noon.) On a 10+ you gain 2 hold. On a 7–9 you gain 1 hold. On a miss, your MC gains a hold over you. Spend your at any time hold to look back into the past, roll a drop focus roll. The person that spends the hold determines the memory. If you have any hold remaining at the end of the session, lose them and erase a segment on your addiction clock. If your addiction clock becomes empty, you recover. If you hit high noon however... well you learn if there are monsters in your memories...
Now, I just threw that together, making it simpler, cleaner and befitting your game is essential. I don't really know what your game is like or what role this drug is playing. But this way it keeps the characters RPing in the now rather then alone inside their character's head.
Keep in mind...
THREATS
you die in your dream
you get caught by monsters in your dream
you recall what you wanted to experience, not what was really ever there
you get lost in the world you've dreamed up (where things happened differently) –addiction
you are unconscious for a hell of a lot longer then you thought you'd be, maybe weeks, maybe months?
someone in the real life who hated you walked up to your unconscious self and decided to...
Losing Focus
Otherwise...
When you drop focus while thinking about a memory, roll +weird. On a hit, you experience that memory againOn a 10+, choose 3, 7–9, choose 2. On a miss choose 1, but... the MC can make any move as hard as they like.
you don't suffer 2-harm (ap)
you don't lose long periods of time doing so
you get a +1 forward after experiencing that
you learn something new, important, relevant
This way the memory itself is less of a scene where they're the only meaningful actor, and more straight forward. You witness this, you witness more like this (let the player imagine), your threats are built into the fiction. If they take harm, then you get to say how, why, when... was it monsters? was it their best friend with a gun? NEVER tell the players if what they experienced was real or true. EXCEPT if they choose to pick the, you learn something, because that THAT option is always true.
What I'd do...
Honestly however, if this is a universal curse upon the world that mightve caused its destruction, you could go with opening your mind as written. That way their memories might actually change the world for those around them, cause rifts in the maelstrom, be pretty involving all around. Plus they wont be actively rolling in the scenes of the past... it's be more like the scenes of the past are coming up to meet them (as a group). If they miss, well, monsters and shit. I would recommend this course of action anyway, just because you can hide important details in the past (like how to stop this), and many classes could build off it in interesting ways.
Maybe sometimes they experience memories (malformed or not) of nearby people, maybe read a person lets you learn something they dream about, maybe they sometimes see memories of the great collapse, maybe they can if they brave the maelstrom fix the world, or wall it off from areas with other drugs... I dunno. I think that would make those questions you get to ask the player all the more potent to the fictions reality, rather then focusing your limited play time on dreamy drug induced recall.
Its up to you. What is your maelstrom? If this is part of it, then it should be an open your brain. If its not, then it should probably play a much smaller roll, custom move sure, but don't move the focus off the game itself.