In addition to T. Franzke’s “sometimes we don’t want to deal with the move right now,” there’s also that thing where you hit a trigger, but the move doesn’t help you process the fiction in any useful way. Or at least, not without you having to tweak the move or interpret the results in a kinda weird way. And sometimes in those cases, people just ignore that the trigger has been hit, especially if they have experience using the move and know that it won’t work very well.
This almost happened to me recently, actually. We’re playing The Veil and the Divert move looks like this:
When you engage with someone in an attempt to distract, misdirect, or otherwise direct attention to yourself or elsewhere, roll. On a 10+, pick 3. On a 7–9, pick 2.
– Your actions create an opportunity for you or someone else.
– You glean a flaw or weakness.
– They become confused or flustered.
– You’re able to slip away.
I don’t remember the exact situation in the game, but only the first of those 4 options made any sense in terms of the action that the character was attempting. It’s not that the character didn’t want the others to happen; they were just irrelevant. So we could have just said “whatever” and winged it without the move, but I ended up suggesting “You’re able to slip away” meant that the corporations would find no evidence of their hacking and subterfuge, so we went with that. But that’s another type of situation where you might hit a trigger and decide not to use the move: because the move doesn’t make sense for what’s happening in the fiction. Sometimes that happens, even with well-written moves. It’s hard to predict every fictional situation in which a trigger might be hit.