MAKE CAMP
When you settle in to rest in an unsafe area, answer the GM's questions about your campsite. Each member of the party must consume 1 use of supplies or provisions; if you use a mess kit (requires fire & water), then 1 use can provide for up to four people.
If you eat and drink your fill, and get at least a few hours of sleep, pick 1.
- Regain HP equal to ½ your max
- Clear a debility
If your rest was particularly peaceful, comfortable, or enjoyable, you also gain advantage on your next roll.
Make Camp happens when the party settles in to rest in an unsafe area. There's a lot of judgement calls to be made. If you're handwaving a few days of travel on the Makers' Roads, the move doesn't trigger every night. You can just use up their resources ("okay, the next three days consume 6 uses of supplies…") and frame the next scene ("…and towards the end of your fourth day of travel, you round the bend and Gordin's Delve looms above") without ever bothering with Make Camp.
But! If there's danger afoot, or the PCs have been hurt, or they're investigating a site and they're, like "I think we need to rest," that is when this move triggers.
When they announce that they want to Make Camp, think about where they are and what they are (or should be) worried about. Then ask them questions.
If the route is perilous, or if they need to watch out for ___, or if they risk drawing the attention of ___, then ask them how they address that.
If it's cold, ask them how they stay warm. If they start a fire, ask what they use for fuel or how they start it. If it's wet, ask them what they do (if anything) to stay dry.
Ask what precautions they take to keep animals out of their food. Ask them if they set a watch, and the order.
As you ask these questions and get their answers, be sure to show downsides to their stuff ("if you want to use a mess kit, you'll need to start a fire") and tell them the consequences and ask ("if you start a fire, you're more likely to attract attention… do you make one?"). But also, offer them opportunities, with or without a cost ("sure, you could look around for a better campsite, maybe Seek Insight, but it'll take some time and you might not find anything before dark").
Once they settle in, but before you decide what's going to happen during the night, ask if they want to Keep Company.
You decide what (if anything) happens during the night. Consider all the dangers you've established and the preparations that the party has made (or not made). Think about relevant threats and their grim portents. If it's obvious to you that a particular encounter would occur, then it occurs. Decide who's on watch when it happens, frame the scene, make an appropriate GM move, and play from there.
If you think that something might interrupt their rest, but you aren't sure, then call for the Die of Fate. Consider giving them advantage or disadvantage on the roll, depending on how well-prepared they are. Here's a general-purpose result table: