So I've been thinking a ton about moves, because I'm trying to write up the ultra basic Powered by the Apocalypse mechanics for my hack, and there's something I'm just not getting.
Take a look at Baker's bit on moves and the Conversation: "All these rules do is mediate the conversation. They kick in when someone says some particular things, and they impose constraints on what everyone should say after. Makes sense, right? ... The particular things that make these rules kick in are called moves." And then take a look at the Angel's move, Infirmary: "You get an infirmary, a workspace with life support, a drug lab and a crew of 2 (Shigusa & Mox, maybe)..." Or one of the Vampire's moves from Monsterhearts, Invited: "You cannot enter a home without being invited..." Neither of those things are things you say that impose constraints on the conversation - they're just constraints on the conversation. Both moves include things you say that impose constraints on the conversation, but there's more to them than that.
And then you look at something like the Fighter's 'Favored Weapon' from Dungeon World, and that doesn't include something you say at all! It's just a statement about the game which becomes true (ie. imposes a constraint on the conversation) when you have the move.
So the thing that really confuses me is that he could say "[The rules] kick in when someone says some particular things... The particular things that make these rules kick in are called moves", and then introduce elements of moves which don't "kick in when someone says some particular things." This all made perfect sense until I started thinking about it! I feel like I'm missing something incredibly obvious. The only explanation I've got is that the bit on moves being the things that "make the rules kick in" when you say them is a lie. Moves aren't things which make the rules kick in, they're rules which kick in when you have the move.
If moves are exclusively "things which make the rules kick in", then what Apocalypse World refers to as moves in the case of Angel Moves aren't moves - they're bundles of rules which contain moves. If they're not exclusively "things which make the rules kick in", you could say there's two different definitions of moves: The things which make the rules kick in, and the little bundles of rules presented as "Angel Moves". You could also say that taking a move is a trigger which makes everything the move says true. Like I said though, I have no idea what's going on any more.
If it helps, this all started when I tried dividing moves into fictional triggers and outcomes and asked myself what those little bits at the beginning of Infirmary and Invited were about.