Yep, that's an example of what I meant. In general, I'm looking for the idea of not just asking the players “What do you do?”, but also about other stuff that might be something that would traditionally be in the narrative authority of the GM. In particular if it's a question that establishes something that the player could, but would probably not have said themselves (the “you don't have your guns and armor with you” part), but than gives them a good bit of authority back.
Hmmm, now I feel like I need to reread Apocalypse World (something I should probably do anyway at some point). Some skimming first…
One of the questions you give as Mikael's playtest questions is “Why can you only fit two people in the cabin of the Tank?” This is precisely that type of question: It establishes that indeed only two people fit into the Tank, but leaves it open to the player why.
From the first session part, the “Marie, Bran, you two are trapped outside of the holding, you’re hunkered down inside an old gutted RV. Outside, six of Dremmer’s gang are setting up camp, looks like they’re settling in. They don’t know you’re there, they just blundered in on top of you. What are you two doing out here, anyway?” or the “Keeler, this person named III corners you that night. She’s fucking pissed off, she comes straight at you, fists first. What did you do to her?” are also clear examples of this type of question.
But some of the questions you suggest in the passage on Opening Your Brain are also like that, such as “Who was your first kiss? Tell about it.” or “What’s the worst hurt you’ve suffered that you can’t remember?” – They both establish that a thing has happened, but then disclaim the decision of how.
The general thing-to-do of “Turn questions back on the asker or over to the group at large.” does not have the “leading” part to it, but is otherwise kind of this.
Off to look through Forge archives and the Mountain Witch rules for this principle, then…