I wanted to try making a more involved Make Camp move. This is what I came up with.
When you settle in to get some rest, you may consume a ration. If you do, choose two, if not, choose one:
• You entertain the group with uplifting music, stories, or humor. Choose a number of people equal to your CHA, they each take +1 forward.
• You get to know your comrades better. Ask another character a question. If they answer it truthfully, they get to ask you a question in exchange, which you must answer truthfully.
• You apply first aid to your injuries and get some rest. Heal half of your HP.
• You tend to your equipment, tightening armor straps and sharpening blades. You get either +2 armor forward or +1d4 damage forward.
• You take watch for the night. If any trouble approaches your camp, you get to act first. If you are the only one to choose this option, take -1 forward from lack of sleep.
• You read the sky overhead. The GM will ask you what the weather will be that day; tell them whatever you like, it comes to pass.
• You scout ahead in the night for dangers. The GM will tell you about one enemy, hazard, or obstacle you are likely to face tomorrow, and you take +1 forward against it.
• You reflect on your experiences. If you have enough XP to level up, you may do so now.
• You spend some time in quiet study, prayer, or meditation. (c.f. Cast a Spell)
Camping supplies 3 uses, 10 coins, 2 weight
Everything you need to make a good campsite: cooking utensils, warm blankets, salt and spices, dry tinder, and something to keep the rain off of you. The sorts of things most people take for granted when they find themselves in the middle of nowhere.
When you Make Camp, you may spend a use of camping supplies. If you do, everyone chooses an additional option, even if they did not spend a ration, and add the following option to the list:
• You take cooking duty and prepare a proper hot meal for everyone. Tell us what you make, and everyone who partakes heals 1d6 HP. Only one person in the group can choose this option.