The only other option is to have the moves spell out what happens on a miss, and I think that would be very limiting. When the player misses their +CON roll and suffers the poison effect, there are any number of ways the GM might handle it. Depending on the campaign tone, established fiction, and condition of the party, there are a lot of choices you could make. If they're really hurting, then a simple -1ongoing will sting. If they're starting strong, you can act a lot harder without screwing them over.
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Here is the rub, as I see it. The way I normally GM (outside of DW) is that character death is fairly rare. That doesn't mean that the characters act in nonsensical ways since they know my hesitancy to kill characters. In general, I think killing off characters often interrupts the narrative.
Along comes DW and they say make it dangerous and don't be afraid to kill characters, so I decide to go along with that. Actually, I am fine with that since that is supposed to be the tone of the game. Now what you are talking about here is to take me back to my old ways and fudge things enough that the players struggle but make killing more rare.