skill checks coupled with the DMG variant rules that
@clearstream mentioned and the DM's power to call for skill checks more or less as he sees fit, seems like that could work together to emulate the structure of AW Moves with the D&D skills corresponding to the Moves in AW - obviously the D&D skills don't perfectly map to the AW moves. So again, not the same game, not the same experience, but I find it interesting that 5e may could get close to one of the core processes of AW play.
Show me the work.
Until someone shows me the work, I don't believe it can be done.
I mean, let's look at the structure of two of the most important AW moves: Seduce/Manipulate, and Go Aggro. Here's Vincent Baker unpacking the latter (AW p 284):
For moves that let one PC directly attack or control another PC, it’s important to trade decision-making back and forth between
the players. It’s especially important to give the victim decisions to make or the power to influence outcomes when the attacker
wins:
Seduce or manipulate [basic]
When you try to seduce or manipulate someone
Then roll+hot
For an NPC
On a hit they ask you to promise something first [MC’s decision]
And do it if you promise [player’s decision]
On a 7–9 they need some concrete assurance [MC’s decision]
And do it if you provide some [player’s decision]
For a PC
On a 10+ both
On a 7–9 choose 1 [attacker’s decision]
• if they do it, they mark experience [defender’s decision]
• if they refuse, it’s acting under fire [defender’s decision]
On a miss the MC can make as hard and direct a move as she likes [MC’s decision]
Look through the moves, you’ll see this pattern over and over. Pass decision-making to the victim, the defender, the loser. Nobody should get to win and win, nobody should have to lose and get cut out of the action.
Here's the former:
When you go aggro on someone, roll+hard. On a 10+, they have to choose: force your hand and suck it up, or cave and do what you want. On a 7–9, they can instead choose 1:
• get the hell out of your way
• barricade themselves securely in
• give you something they think you want
• back off calmly, hands where you can see
• tell you what you want to know (or what you want to hear)
Going aggro means using violence or the threat of violence to control somebody else’s behavior, without (or before) fighting. If the character has the drop on her enemy, or if the enemy won’t fight back, or if the character is making a show of force but isn’t disposed to really fight, it’s going aggro.
The structure of this is that the player gets to decided what is wanted; the controller of the character gets to choose between options if the player rolls 7+; the GM gets to decide what happens on a 6-.
How does 5e D&D emulate these moves?
And how does 5e D&E emulate the difference between action declarations that trigger player-side moves - and hence are apt to generate an irrevocable outcome - and those that don't, and hence are apt to prompt a soft move from the GM that steps up the tension? (A feature of AW which, upthread, you described as "the absolute basics".)
I just don't see how it can be done.