As you may have noticed, I've been thinking and playing around with the whole concept of making adversity in DW
personal to the players. Of making their choices squirmy, of making monsters more human. Identifying flags and allowing players to establish their own advanced fuckery through the PC-NPC-PC triangle move concept has helped, but I was re-reading Thor's old blog posts
http://urdwell.blogspot.com/search/label/Techniqueand something struck me about group collaboration on character adversity based on player
Beliefs (from Burning Wheel).
To identify a conflict that resides within a character through the conversation of play and try to take that conflict, and show it with an obligation to a NPC relationship. The GM should encourage the player of the character to look for an external factor to represent the obligation; a creed, an oath, a membership to an organisation, allegiance, a moral standpoint, a burning desire...
Once the group has that, they can start adding weight to the obligations. They can use their own moves and scenes and characters to push the player's buttons for his character. You are fans of the characters right? So put their obligations in jeopardy. Force the players to make difficult narrative (moral) decisions as a result of moves (rather than just mechanical disadvantage/advantage). Provide antagonism to what they care about, but give them more than just binary options for success/failure. Yes you can have what you want, but......
Treat relationships / contacts / memberships / priviledges as resources, they give the characters (and the players) more story options right? So as a GM move, deplete their (relationship) resources whilst seeking to give advantage the other players! The nature of their NPC-PC-NPC relationships will
have to change.
The group should also play up the 'human' side of their antagonists (monsters). Show that they have their own obligations to family, tribe, rulers, to their kin; the 'normal' things they do. And juxtapose it with scenes of the moral dilemma as they threaten a Player Character's obligation (whatever that is).
All this works best when the entire group is on board to make this stuff happen; to bring that character or whatever into center stage whenever appropriate.
So what I've been doing is (through asking lots of provocative questions) is seeing what the players really care about and putting the characters in adversarial positions where one desired outcome is dangled in front of them at the expense of another character's. We all then work as a group to share in the story telling that come out of these difficult choices and see just where our Dungeon World goes.