One of the principles of Dungeon World is: Never speak the name of your move. But let's say I have a new general move or a campaign move for the players. For instance a move for a political campaign where players are ambassadors:
When you reach a city for the first time and you openly declare yourselves as ambassadors of the Emperor: Roll+Cha. 10+ You are escorted to the ruler of the city with little trouble. 7-9 You are allowed in the city but under a certain condition. The GM will tell you what.
Should players know about moves like that? Should I instead let them roleplay and ask a roll and detail the consequences?