Going back to the text (which may easily have been made in haste):
When you regain consciousness, you're in a room with a locked door and barred window. Looking out the window, you recognise the grounds - you're in <prior established and suspicious NPC's> manor!
The second sentence is what read to me like massive use of force. If that's where you're waking up...it seems pretty obvious to me that that suspicious NPC is guilty, fixing a particular desired result. If that was not the intent, and it was just meant to be color, that's fine. But I think it shows a weakness either way: something that can seem to be just window dressing to one person can look like blatant force to another.
Where's the force?
Let's suppose the game being played is AW or a variant thereof that includes manors. (Or let's suppose that instead of a manor, it is <prior established and suspicious NPC's> compound out past the Burn Flats.)
One hard move in AW is Capture Someone. Why is having the capture occur in the manor (or compound) Force?
Why does it become Force because the manor (or compound) is recognised as that belonging to <prior established and suspicious NPC>? And what is objectionable about the GM, as a soft move, announcing the possible badness that <prior established and suspicious NPC> might be <the killer, the kidnapper, whatever>?
To me, that just seems like the sort of thing that AW takes in its stride.
Here're a couple of example custom moves, from the AW rulebook pp 144, 269:
When one of Siso’s Children touches you, roll+weird. On a 10+, your brain protects you and it’s just a touch. On a 7–9, I tell you what to do: if you do it, mark experience; if you don’t, you’re acting under fire from brain-weirdness. On a miss, you come to, some time later, having done whatever Siso’s child wants you to have done.
If Grome gets his hands on you, he ties you to a table and you know he’s really ******* good at that. If you try to escape, roll+hard. On a hit, you can escape, but at a cost. On a 10+, choose 1; on a 7–9, choose 2:
• it takes you over an hour and leaves you exhausted. Take s-harm (ap).
• you suffer for it; your arms and legs are torn bloody before you’re done. Take 1-harm (ap).
• ultimately you need to bribe Ipe, Grome’s sister, to help you. It costs you 1-barter.
I don't see why waking up from unconsciousness in some sinister person's house is any different, in its fundamentals, from these. (EDIT: And my memory was also correct, that I said nothing about
who put the PC in the manor, nor
who might be guilty of anything. All I did was describe waking up from unconsciousness in a particular, recognisable and salient place. Which as I said seems to me like standard AW GMing.)