When in doubt, use Defy Danger
Wether this is a good practice or not has come up a few times in this community and has been discussed before. The book definetly mentions that as a possibility.
I’d like to offer the following alternative
When in doubt, make a quick custom move
There are moments when our game brain tells us “man, there should be a move rolled right now” but none of the moves really fit. When you feel like that, why not make up a quick custom move for it? This has 2 major upsides I think.
1. You can roll even though none of the basic moves are really triggered in the fiction.
2. If you fail to come up with interesting 7-9 results for the action you see that a roll right now wouldn’t make much sense. This saves you the trouble of rolling Defy Danger and then stumbling on the 7-9 result (maybe one of the toughest decisions you have as a GM in Dungeon World).
You have to come up with a move on the fly. This should however get better the more you practice it.
The other options for such a situation are of course
* Make a GM move (that might still apply when you can’t come up with a custom move right there)
* Roll Defy Danger
What do you think?