Enrahim
Adventurer
Yes and in my breakdown of differences between how I run D&D compared to DW, I didn't claim to not use any of the moves. I singled out a subset I wouldn't generally do. It is the principles I pointed to as the main differentiator between what I have been doing and DW.And all of this is what most of the DW-specific GM agenda and moves are about. There are many of the agendas and moves you didn't follow, but this seems to use a fair number of them, and you certainly don't need to use every one in every adventure. You had a "map" in your head that you left blank in places, allowing you to create a sea cave as you needed it instead of rigidly adhering to a single floorplan, and offered them an opportunity to use it instead of the more rigorously defended castle sewer system. You gave the monsters life by creating frog-folk religion instead of keeping them as nothing more than bags of hit points to be killed. You thought dangerous by including the green slime, which isn't a monster to be killed the traditional way. You spoke an unwelcome truth by revealing that the heir had been keeping secrets.
I reject the interpretation that I have a map with blanks when there is no map. (The idea of a harbour city with a castle do not qualify as a "map") I have fulfilled one half of the principle, just as those with a fully keyed map has fulfilled the other half of the principle.
I reject the notion that the green slime was thinking dangerously. I made it so obvious that I would have been really surprised if anyone or anything of value would get seriously damaged. If they had moved back trying something new, or spending their time getting tools needed to get around it, nothing bad would have happened as a consequence.
(As a side note, the heir reveal was not an unwelcome truth. I actually do not think that "move" fit any on the DW list, but that is secondary).