We haven't tried beta 2 yet, but one of the guys in the game I'm running keeps getting hung up on the "there's no bluff move!" thing. I'm not sure I have a handle on it exactly, but I think the problem is that he has trouble framing what he wants in terms of directing the NPC to do a specific thing -- since I don't notice anything implied for the NPC to do when he's "bluffing" I don't say "that sounds like Parley, roll+CHA", and when he doesn't get the mechanical reinforcement he expects based on intuitions he's built up from other games about when the dice get rolled he backs off, saying "oh, there's no bluff move..." instead of pursuing what he was doing in the fiction. As an analogy, instead of "Listen guard, I'm the new captain, and you need to report to your new post right now!", it's more like "Listen guard, I'm the new captain! <looks at GM expectantly.>". (I also think the "ask you for something"/"promise" phrasing makes the move read like it's only about explicit verbal requests, so that may make it harder for people to parse implied ideas into the framework of the move). The wording of the move changed a bit in the new beta so maybe it will be smoother for us now.