"Can I tell if Sister Constance is possessed or not?"
"Are these the kind of Bluecoats I could slide some coin toward?"
"Will the guards mention seeing Lady Blackbird if we leave them alive?"
"Sister Constance's eyes are blood red and pained."
"They're laughing, maybe even passing whiskey back and forth. They're not professionals."
"They'll have to give up something, they let you get away."
1) Perspective - Dogs
2) Complicity - ApocWorld
3) Competence - Blades
4) Triangles - Lady BB
5) FLAGGING - EVERY FUCKING GAME
A big part of Dogs in the Vineyard is that we don't want to judge the characters. It's not about whether what they do is objectively right or wrong, it's about what they believe. The same is true of Apocalypse World as well, but not as hard
This is what 7-9 choice lists are all about: Hey, player, choose your poison. It's the RPG equivalent of a gangster asking "do you want it in the chest or the head?" It's better to be involved in your own destruction than to have it forced on you.
"The fuck-off shotgun she's toting!" Okay, great, now when you miss a roll and cop both barrels in the chest, you're going to know that you brought that on yourself. That kind of complicity feels good as a player, it feels earned.
Blades characters are competent. That's a feeling you want to generate at your table, even (especially) in your first sessions. Offering a character the opportunity to describe reading a situation appropriately is orders of magnitude better for this.
"Tell me how you tell these Bluecoasts can be bought?" "Oh, I recognise one of them, I know he's in deep with one of my contacts, a local loan shark."
Firstly, you probs haven't played LBB in a while. Go do that, it fucking rocks. Secondly, this is utilising a thing I mentioned before, asking the reverse question in sequence. The only difference is now you're asking it of another player.
"Snargle, what do you see that guarantees these guards won't snitch when you're gone?"
Bam, social triangle. Naomi and Snargle are at odds, and we get to see some sweet Key action.
"Oh, okay. So Kale, why is diving to the Lower Depths the absolute worst thing to do right now?"
In each case you're trying to generate tension. But you're letting your players flag what they're interested in. So...
Offer your players an opportunity to tell you the kind of story they're interested in. "Kale, why is the Lower Depths a bad idea?" offers Kale's player an opportunity to tell me what kind of play they want to see. This is waving the "flag"
swashbuckling: "There are sky squids down there!"
Ensemble ship fixin': "The acid will eat through our hull as fast as we patch it!"
Adrenaline ship battles: "Pirates. EVERYWHERE!"
Asking questions lets your players answer with what excites them.