It was on the hard moves list at one point, but I removed it because it wasn't benefiting the fiction. There's a trap hidden inside of "hard move: give someone a Condition," one that takes the story away from the PCs in a not-good way.
Social stigma doesn't just appear. It's the product of specific people being shitty to one another. So, at the very least, the hard move should be "An NPC gives a Condition to a PC." Otherwise, you, as the MC, are reaching into the fiction and dealing out stigma as a player. If we're to uphold the "to do it, do it" principle, then it's important that every Condition stem from a specific character doing/saying a specific thing.
But giving NPCs that power to attach stigma and social value statements to PCs is serious business! And since we're here to be fans of the PCs, and our NPCs are to be treated like stolen cars... having that social power planted in the hands of anyone you choose is going to lead to a situation where the players are navigating your social rules, rather than you reacting to their social power. That's an observation that came out of playtesting. It made the game less Monsterhearts, more Vampire: the Masquerade.
So, the solution: NPCs can spend their Strings to place Conditions. This means that only characters who have emotional leverage over PCs can fuck up their social standing. This keeps the "NPC giving a Condition to a PC" interaction grounded in a PC and their relationships, rather than grounded in an MC's characters and choices.
Joe, that makes a degree of sense, so thank you.
However I do still have a quibble. The text seems to vacillate somewhat between:
1) the view you've just expressed, that Conditions are all forms of "stigma and social value statements" with their origin in the social behaviour and opinions of others,
2) the view that Conditions can also
be other things that aren't necessarily anything to do with social factors. For example, conditions from the book like drained
and so on.
Your comments make sense under interpretation 1), but they don't so much for 2).