Do (some) Harm
The Do Harm move in the GM's arsenal is straight forward and yet, to me, its subtle usage is key to a good adventure. If you choose the Do Harm move too often, characters simply die, but more than that, you're missing out on the interesting nuances of PbtA combat. Do it too little, and the game is overly complicated without any real danger. So, it's obvious that what's needed is a balance between the two extremes. Generally speaking, the Do Harm move comes up in combat, and often as a result of a player move like Hack and Slash or Kick Some Ass. Depending on your variation of the Player Attack move, you either take damage no matter what, or you take damage on an intermediate success. I am, by the way, interpreting the "take damage" as a Do Harm move, and I think it's valuable to do so. First, it keeps the situation in the language of the game (the 3 points the goblin does is the result of a Move), and second, because it suggests you could do a differ...