Paul Beakley Mark Richardson had adopted a principle that AW was a foundation to work off, rather than a limiter on where the design could evolve. I took my own idiosyncratic vision on how Moves could be operationalized, and ran with it.
It all came down to first principles from AW, rather than following the specific implementation in that game. The game is a conversation, and Moves are one of the ways that the GM speaks. Moves allow the GM to create a fictional situation, and players interact with that situation, and the GM applies the consequences for their actions. I simply streamlined the kinds of Moves that would set up those situations, and made sure they made complex problems within theme.
You can totally use a straight-forward Foster, to be clear. It’s just got the most nuance available as a tool. I could have made the same narrative situation in the previous situation with “Ask Questions” or “Offer Bargains” if I wanted to. Many paths to the same fiction, which is the only place where it matters.