Problematic wounds in play
Incorporate problematic wounds into the fiction and into your GM moves. When a player rolls a 7-9 or a 6-, maybe use the problematic wound to justify the result. Use your moves to bring an injury to the forefront of the story or to have it complicate the situation.
Use up their resources: "You make it up and out of that gulley, but the wound in your side is still bleeding. You get a wave of dizziness as you stand. It passes, but take another 1d6 damage, ignoring armor. You still up?"
Demonstrate a downside: (after rolling a 7-9 to Defy Danger and escape from a hagr) "Like you said… you duck under the log as he swings it and rush past him before he can recover. But about five strides away, your knee buckles and you collapse to the ground. It's that injury from earlier. Your knee is just this burning mass of pain, and you hear the hagr grunt and pull the log free and start to lumber toward you, what do you do?"
Tell them the consequences: "You're just gushing blood. If you don't put a tourniquet on it soon, you're going to bleed out. Of course, your hands—well, hand—is shaking and everything feels numb. Mark weakened*, and you'll be Defying Danger to do anything involving fine motor control. What do you do?"*
Tell them the requirements: "If you want to walk on that ankle, you'll need to splint it and find a cane or a crutch. And something to dull the pain would be good, too. What do you do?"