AbdulAlhazred
Legend
The skills in Blades are different from the moves in AW, they are APPROACHES to problem-solving, not specific clear technical 'skills' as such (though they certainly include an element of expertise and technique). So, when my character uses 'Skirmish', that means he's employing some sort of fighting technique involving maneuver, feints, etc. If he's using some sort of elaborate formal dueling technique, then it might be better described as finesse, and berserk attacks with a nail-studded club is probably Wreck. It isn't that the proper use of each action is 'muddy', it is more that you describe the fiction and THEN one of the actions is selected as an appropriate reflection of that. Characterization results because presumably the player wants to play in a fairly optimal way, so they develop chosen approaches. Takeo takes actions that are likely to fall under Skirmish, Command, or secondarily Study, Finesse, Wreck, or Sway. If he's stuck doing something else, well that's where pushing and playbook features, equipment, and teamwork come into play.Such discussions are of course sometimes necessary. The rules however should endeavour for clarity, so that it is minimised. For example I find the intentionally muddy skill in Blades rather annoying as they invite constant pondering on which to use.
In any case, this specific situation goes further than that. It is not just clarifying what the character does now, it is clarifying what they will do in the future, even though the character might not have actually made that decision yet. So it is more "writer's room" in a sense that we are deciding story beats rather than just clarifying facts.
So, the design goals of BitD are different from AW, and it derives its mapping of design onto agenda in a bit different way at the detailed design level. You could use PbtA style playbooks to implement something like BitD, but BitD's design really strongly favors optimization and reinforcement of techniques, where PbtA playbooks don't necessarily do that. In BitD the primary focus is on actions and advancing your pips in the ones you use, with the playbook features being 'sauce' you can use to bolster your shtick or add some new dimension to it (Takeo for instance got 'Ghost Fighter' so he could use his formidable fighting skills against supernatural forces, which fit well with his backstory as well). AW is not so much focused on PROGRESSION, things tend to break down, not move forward. The playbook moves specifically relate to the situations that game engenders and characterization and such are more tied to moves purely. This is also why VB discusses the possibility of exchanging playbooks, where a character might switch at some point from Brainer to Battlebabe or something like that.