For examples, I’m going to use two(three) moves from Apocalypse World 2e - Go Aggro, and Seduce/Manipulate. The question is why is Go Aggro and Seduce two moves, but Seduce and Manipulate are one?
There are three important parts to consider when you want to have one move or two. The first is the Fictional Input - What the character does to activate the move.
When you manipulate someone, and when you physically threaten someone feel like they shouldn’t be the same move because they hit different contexts of play. One is a threat of violence, the other is an offer, they feel different in play. That’s the idea of fictional input differentiating moves. Compare seduce and manipulate. One feels kind of similar to the other in play. This is a problem in some games where you ask “wait so are we triggering X or Y move?” That often comes up because the fictional triggers are too close. This happens A LOT in Monster of the Week because of it’s volume of more specific moves.
The second point-of-difference is Mechanical Input: Roll+HARD for Go Aggro would not work with Manipulate, which is +HOT. So they need to be different moves for the interaction between the action and the mechanics to feel right. Pasion de las Pasiones (as mentioned above) is a great example for this! Accuse Someone of Lying’s “Do you have evidence” as a question just…doesn’t fit “Demand what you Deserve”. “Are you Offering something of value in return?” isn’t the right fit for Express Your Love Passionately. So they have to be different moves so they we can break out how the mechanics interact.
The third is Outputs. Both fictional and mechanical, because they overlap a lot in PbtA. Using our AW2e examples: Go Aggro’s results offer a lot of escalation to violence, inherent to the threat of violence. It also specifically gives the leverage to the actor of the move, and the choice to the acted-upon party. Seduce/Manipulate gives the leverage to the acted-upon, and the choice to the actor. Also, barricading themselves in and backing off calmly and inherent to violence, they don’t fit with seduce/manipulate. Also, marking experience for going along with violence isn’t right either, so the moves NEED to be broken out into two separate ones. This comes up a lot in Dungeon World, in my experience. A character will dive in front of the wizard, swinging their sword at the approaching tendrils, and the question comes up: Is this Hack and Slash, or Defend? The outputs, the stakes of the two moves are usually the deciding factor: Are you trying to deal damage, or would you prefer to redirect the attack? Are the stakes “Do you kill the tendrils when you strike out?” or are the stakes “Do you stop the wizard from getting grabbed?” The triggers are similar, and +STR vs +CON is usually only a small difference (plus dungeon world’s stats are bad for fictional relevance don’t @ me).
So here’s my point: Think about your moves, break them out into those three segments, and see where they’d overlap. My guess is that if you’re talking about gooey sticky human relationships, you’re going to need more than one move, but you’re not going to need six. Monsterhearts is a great example where Turn Someone On and Shut Someone Down have to be separate from each other, but all the subtle ways that teens do both of each didn’t have to be individual moves.