Take Watch concerns
Sometimes the wizard/cleric/whoever needs to reset/recover/rest/recharge/whatever for just an hour. Often times they will want to do this in the middle of a dangerous area, like a dungeon. I don’t like to use the Take Watch move because it assumes the outcome, i.e. if you are using the move a it’s because something IS approaching you are just determining the party’s ability to react to it. Take Watch, to me, always seemed like a move I’d ask the players to do if they failed a PJ roll and I wanted to attack the camp at night with the local fauna. It’s not really written to be initiated by the players, at least the way I read it.
I was thinking about something like an “On Guard” move for when your players take a rest in a dangerous area but not make a full Make Camp move.
When you keep an eye out while someone rests or recovers roll+number of other players (not companions hirelings or other NPCs) who are assisting you with the watch to a maximum of three. On a 10+ you are able to rest and remain undetected. On a 7-9 you encounter something you’ll have to deal with or be discovered.