Unrelated, here is a move for making camp we have used to great effect:
Camping:
When the players make camp they describe how they keep themselves safe and how they arrange themselves to get their rest. The camping roll is a fortune roll used to determine how much stress a PC recovers and if something goes wrong. Each PC who is leaving themselves vulnerable during rest takes 1d for each slot of gear they spend on supplies during rest (sleeping bundles, rations, intoxicants, etc).
Then, players may take +/- dice for the following:
- Does the crew have a comfortable and secure place to rest?
- Is someone forgoing rest and taking level 2 harm Exhaustion to remain on watch?
- Do you reveal something about your character as you share safety and bond with allies?
Once you’ve gathered your pool of dice, roll, pick the highest and recover that much stress. If any PC would recover more stress than they have, then the dungeon takes advantage of their complacency (ambush, wounds are corrupted with Taint, a window of opportunity closes, etc.).
If you were using the Resistance Dice pool you can regain resistance dice instead of stress.