Tony's spot on, I was just discussing a rewrite along these lines with Adam.
We're also looking at Make Camp. We' upgraded the healing to half you max HP, which seems pretty generous, but we're not quite sure how to determine who's rolling, and +what.
One idea is to have one roll for the camp, +nothing. This makes making camp pretty dangerous, there's a good chance it means the GM makes a move. Maybe that's the intention? It makes making camp a big reward (everyone heals a lot!), but more often than not a GM move.
The other option is to have it more fictionally tied: When you make a camp, everyone you make camp for (blah blah blah, heal, consume rations, etc.) You roll +Wis to setup the camp, on a 10+ choose (etc.). Now we know who makes the roll, and it's less dangerous than a straight roll.
The way it's currently written is designed to make making camp in dangerous territory a bigger deal, but that's probably best left to monster moves and custom GM moves. "When you make camp in a dragon's domain, you take -1 to the roll." "When you make camp while infected with the wasting plague, consume an extra ration or..."