Now we're getting into some specifics of Monster of the Week, and I've never read or played it, so someone else will have to respond to you. (From the way you're describing some of the game, it sounds to me like bad design. But, without having the text in front of me, I can't say whether that's the game or if you're misreading it in some way. For example, I have the 'basic moves' in front of me here - they're available online for free - and the "manipulate" move doesn't say anything about a miss condition.)
I think there are a few separate threads of conversation here, so I'm going to try to break them out into different posts.
The more important (well, from my point of view) thread at the moment is "how to use the player moves", so I'll give some examples a shot here.
Investigate a Mystery is the move that is giving us the most trouble. It seems to logically come up a lot, but we're whenever it does its always a struggle. It allows the PC to ask either one or two questions from:
* What happened here?
* What sort of creature is it?
* What can it do?
* Can can hurt it?
* Where did it go?
* What was it going to do?
* What is being concealed here?
You are supposed to justify with the narrative how each question gets answered. Invariably, we make the roll then kind of sit there staring at each other, and then try to figure out "well, could we come up with an answer to any of these?" Its awkward and confusing.
The miss result is equally confusing; "on a miss, you reveal some information to the monster of whoever you are talking to". We almost never have a good idea for to make that make any sense or be meaningful in play.
Examples:
(From the included intro scenario) The investigators arrive and talk to the sheriff (the Professional works with the FBI, so he's said its related to a case they are investigating). They get access to the police reports from people that have been assaulted and are looking at these and discussing them with the sheriff. We really struggled to find questions that fit or made sense. The adventure specified that the victim's couldn't remember what happened. There was no real physical evidence. So...what can they find out from that?
Oh, except for "what happened here", which is very confusing as a question to me - usually "what happened here" is pretty obvious and would be the sort of thing I'd include in the description without calling for any sort of roll. Often, that's pretty well established before people even start looking around. I mean, if they didn't know that "people are being attacked by a mysterious assailant that no one can seem to remember" (which is WHAT HAPPENED HERE) they wouldn't have come to investigate in the first place!
A miss didn't happen, but I would have been pretty lost here. How would the monster find anything out from this? What would it find out? The sheriff could find things out, but...what that would make any difference in play?
Essentially any time we've used the move, we hit the same problems.
However, these are kind of hard to give 'examples' for, since an investigate move generally involves potentially a lot of detail.
Example 2:
Investigating people that have vanished from a mental health institution. The monster behind it is a Corpseweed; a faerie plant that, if it grows into a corpse can create a simulacrum of that person. It is offering patients and doctors "wishes", getting them to go through doors that it enchants to then lead to what they want - which can either be strange but fine for the person, or utterly horrifying, or even lethal, depending on what they wanted and how much it likes them. Its greater goal is that creating these doors from human desire is weakening the veil between the human and fey world (part of the 'season arc').
I didn't make just talking to patients an Investigate move, though it really could have been by the description; I just couldn't see how that would lead to answering those questions.
Searching through the empty. not-in-use part of a mental institution where they suspect something is lurking, looking for traces and clues.
In this case, I decided to, rather than having what the character had done
so far answer the question, to set up a situation that would answer the question; the monster lured the character through one of the portals it had been creating, which was intended to get her out of the way - but brought her to a faerie with more info. However, this was really a cop-out, since that situation was likely to happen anyway. And if she hadn't gone through the portal, it wouldn't have led to the info. And this answered more than just that one question!
Example 3:
Investigation a mysterious murder. First investigation was looking through the police files. Really hard to answer any of the questions from a single incident. Even harder on a failed roll; how does looking through files in a record room reveal information to the monster, or to anyone else?
Being on-site for the second body led to a lot of the same problems. I could give plenty of info for what they were finding, but most of the questions just don't seem answerable.
Manipulate SomeonePretty sure we're totally misusing it in situations we're not supposed to. Still works fine, except for the 7-9 result, which we just have no idea how to interpret.
Example 1:
PC leaps down and confronts the ogre heading for town, and informs him that she (the PC) has come with a message from Oberon and that the ogre is to return at once; his job is done. What would a 7-9 mean here? (I opted to have Bonecrusher fall for it long enough to reveal a bit of info, and then realize it was a trick and attack her).
Example 2:
Someone fired shots at the investigators; when captured, he explained that he wasn't trying to hurt them, but had been paid to scare them off. PC confronts the guy (a doctor) she thinks is behind the attack and claims her partner has just been killed, wanting to judge his response. No idea what to do on a 7-9. (She failed; he didn't think the was nearly distressed enough and figured she was up to something. While talking to her, suddenly injects her with a tranquilizer and takes her prisoner).
Example 3:
Later, when she's awake, she's learned that the doctor is killing people that he believes are "aliens" disguised as humans; he's just run tests on her to verify that she's human, but now he doesn't know what to do with her. She explains that she's after the aliens as well; that she and her partner are from a secret branch of the FBI that defends against alien threats. Again, no idea what would happen if it had been a 7-9.
Aid AnotherGenerally fine, but confusing about what a failure result leads to when the person is helping with Investigation or something else where there is no immediate threat.
Read a Bad SituationWe tried to use this when a PC was looking for a) where the monster was likely to come from and b) where would be good to ambush it from; neither question seemed to be covered, so I guess that's a bad use.
Second use was when they were shot at (mentioned above); wanted to find out where the attack was coming from, and a good way to get to him without being exposed to more shots. Worked OK here.
Really just not intuitive. I wonder if that's because I'm used to one of two options for how this sort of stuff is normally handled in RPGs:
A) tactical/miniature based RPG; you've got a map and stuff, and figuring out things like this is all part of the game; the answers are all there on the board, and trying to figure them out is half the fun.
B) Heavily narrative RPG; the complete other side, where a PC would just add to the environment as needed (unless there was a big reason for what they decided to add to not be there). So a PC might just say "I'm going to hit a button to close the sliding door, protecting the bystanders!" without needing to ask the GM if there is a sliding door or a button.