Well not really, a 2-harm goes into slot 2 (becoming a 2-wound) if it's free, and not slot 6. But if it's already filled, you die eventually, yes.
However, thinking through all this I come to appreciate the original rules more and more. I am still pondering about the harm roll and it's effects, and still have my dissatisfaction with the particular procedures. Based on lumpley's advice above, I think putting the option to roll into the player's hands would solve a lot of things for us, especially if the positive result is more valuable.
Whenever you would suffer x-harm, and try to pull yourself together, roll+
hard. On a
7+, it's 1-harm instead, you shake it off. On a
7-9, the MC chooses one from the list.
- you pass out, get separated or get trapped
- you miss noticing something important
- you lose something important
On a
6-, the MC can choose to make a hard move instead.
Also delete the section that makes you crippled etc, and some other minor tweaks for sure. 0-harm makes no sense with this setup, for example. The nice thing is that the MC should ask, like, cool, how do you do that? and then we really get to know more about the injury in the first place. I'll try this in practice and see how it works.