Faolyn
(she/her)
Incorrect.The player chooses what happens with things like like the Carouse and Outstanding Warrants moves, Discern Reality and Parley if you want to stick to basic moves, as more story oriented than anything. But discussing this stuff is always going to be fraught because we don't have an agreed upon vocabulary.
I just find it a different approach than how I run my D&D game. It's not a criticism to say that they work differently.
Carouse: The player can choose to befriend an NPC, learn rumors or information, or avoid a specific type of complication, but they don't create those things. It's effectively a combination of Investigation, Persuasion, and certain saving throws. Nor is the result random. The PC would have to say something like "I'm going to the bar, then I'm going to buy a round of drinks and see if I pick up any useful rumors" and that would trigger a Carouse roll and on a success, let the PC learn some rumors. They wouldn't have the PC instead befriend an NPC, because that's not what the player said.
Outstanding Warrants: This is purely to see if news about what the PCs have done has spread, only used if the PCs have chosen to be terrible people. After all, if you were running a D&D game and the players decided to be murderhoboes and kill and terrorize villagers and townsfolk, then there would likely be in-game repercussions for that, yes? Or at least, you would understand that some DMs would have in-game repercussions for such behavior. Here's a rule to codify that.
Discern Reality: The player chooses what questions they want answered. It's a combination of 5e's Investigation, Insight, and Perception rolls. The PC doesn't actually decide what the reality is. That's up to the GM. In D&D, if a player makes one of the above rolls while in a room, how much information do you give them? How many rolls to you have them make? Maybe you give one piece of info per successful roll, maybe you give all info on a success, or maybe it depends on how well they roll. In DW, there's a set amount of info: either 1 piece of info or 3. The only choice the player has is what sort of info.
Parley: This is basically a combination of Persuasion, Deception, and Intimidation, but with the caveat being that you have to offer them something as well.
In absolutely none of these do the PCs get to create anything or alter the story in any way different from the way they could in D&D.