I was more referencing the idea of playbooks that each have they’re own completely unique movesets with no common set of basic moves, while you’re more talking about the opposite direction, design-wise – generalizing PBTA moves to produce a unitary system. A unitary system, though, still enforces a shared space in so far that everyone needs to go through the same mechanical hoops to accomplish the same thing. Like, looking at DnD, I would argue that even though you don’t have a “move” for punching a guy in the face, the manner in which a character punches a guy in the face doesn’t particularly vary across classes. What will vary is the quality of the roll and modifiers that improve or worsen the outcome unique to the character. I think your answer certainly approaches parts of the question I brought up, though. the notion of the conversation and the way that it helps unify the experience. The idea I BELIEVE @yoshi brought up (they can correct me if I misinterpreted). seems like it would also bring a unique set of its own design challenges to the table, though.
Anyway, I don’t want to hijack this discussion with a thread on one idea, so I’m personally going to leave it there for now.