Have the target pick

When a move forces another character to feel or react in a particular way, then the move should have that character's player (the GM for NPCs) pick between options. This maintains a player's agency over their PC, and allows the GM to maintain the integrity of NPCs.

For example, on a 10+ to Persuade vs. PCs the targeted player still decides whether to agree (and mark XP) or reveal how they could be convinced. When the Ranger uses Alpha, the beast or spirit decides how to react. When a PC uses the Red Scepter to Inflame and gets a 10+, the victim picks whether to act as compelled or resist and suffer terrible burns.