In my opinion, the more characters you have means that you can go into more dangerous areas and, because of your numbers, be able to synergize to keep up your HP and so forth.
That just kind of fits the fiction to me - - people can sleep more soundly and digest properly and all those other comfort-things when someone else is around to watch their back. It fits with my digestion of adventure stories and how characters in that genre keep it together.
In a spy-film or heist-flick hack for DW, Make Camp would be something like:
Pit Stop:
When the lot of you go out for a drink or a bite to eat, consume one Smoke [thanks, Regiment!] to recover HP equal to half your max. If you turn down a cig or don't have one, you ain't feelin' too good - heal nothing and take -1forward.
Roll +eyeballs - - on a hit you may choose one for the "party" as a whole:
- you're not in enemy territory
- the food is actually pretty good; you don't have to dull your taste buds with a smoke first to stomach it.
- no one seems to remember you after you leave, if anyone should come inquiring about you.
My point is that adventure fiction is very often about the characters eating, drinking, or otherwise engaging in (literally) sensual activity together - playing music or partying, even.
Mechanically, socializing as a group is emphasized, and playing with fewer players is discouraged because it kind of collapses the whole Bond system, which if used can do a lot of the creative groundwork for the party dynamic, and even the world the game takes place in.
Then, when you get back to town, you can mark your return with a Carouse roll.
Jeremy, I figure if I didn't want to really screw the players over on account of that 3 you mentioned, you could just opt to make a softer move instead, like revealing something bad about a hireling or announcing future badness (maybe the first distant rumblings of the Balrog, deep below?) to show the players that even at rest they can't really relax here.
It revolves around the phrase "dangerous territory" - - just like in good old Unknown Armies, if there's no threat or challenge in the way, then don't put one there. Make Camp seems to be "say yes or roll the dice" personified, as the players look to the DM to judge whether they're in a dangerous spot or if they can just have a reprieve for a bit.