Played our 1st Session. It went so-so, I think mostly because we had only two players (2 players = 2 relationships / story stuff to latch onto due to Hx. 3 players = 6 relationships. 4 players = 12 relationships. Makes a big difference).
The characters were Clover, a smooth Operator with a big handsome smile, who does scavenging, raiding, and the occasional murder for jingle, and Mother Superior, a (male) Hardholder of the San Francisco mission in the Arizona desert, with a small but elite gang of soldiers protecting the weak and innocent. Since both have start-of-session rolls (which resulted in quite drastic outcomes) a lot of the "day-in-the-life-of" stuff of the 1st Session was negated in favour of assassinations, ambushes, and a bit of extortion carried out by the local protection racket warlord, Putrid.
This resulted in a fair bit of Harm dealt to the PCs. The holding being a mission, it was reasonable that medical services were available, despite the lack of a PC Angel. This proved a bit problematic for me as the MC, because the book basically states "if there's no PC Angel available, then the characters can get medical attention anyway, maybe at the cost of some barter".
I don't want Harm to be reduced to the role of hit points in a dungeon crawl, where the PCs can say "oh, I took some harm - well, wake me up in 8 hours / two weeks and I'll be good to go". What I'd really like to see are custom moves for when you spend downtime licking your wounds and when you spend downtime in medical care, with some interesting consequences chosen by the player and/or the MC. I'd write it myself, but wanted to turn to the more experienced MCs on this forum first; I think there's a potential for a lot of interesting effects and it's clearly very reusable across Apocalypse Worlds.