Mix and match

Many moves combine these approaches. Clash has the player roll to see if their maneuver works, and has them make a choice on a 10+. Invoke the Sun God has the player pick a consequence on a 7+, but the GM picks a second consequence on a 7-9. Deploy's 7-9 result (page 526) has the player pick if the village is acting from a strong position, and the GM picks otherwise. Have What You Need lets the player decide what they're carrying, but gives the GM and other players veto power.