Page 356 of the rulebook discusses changing the base agenda and principles. The principles it lists as the starting point for changes though differ from the principles as listed on page 160. The differences are;
Make your move, but misdirect
Give them something to work towards
Sometimes, let them decide
Any idea why there’s a difference? Is this an earlier version of the principles left in and missed during proof reading?
Well yes they were part of the game at some point, I remember them!
Yup, they are earlier (good example) principles. Use principles from other games powered by the apocalypse – they will give you good ideas on how principles inform the narrative direction / tropes of your particular game.
I asked this same question on another forum, and got a useful answer there:
http://rpg.stackexchange.com/questions/30489/are-the-gm-principles-from-advanced-delving-meant-as-alternatives-or-are-they-t
Makes perfect sense now, thanks Stephan Terre e !