So my first game of Dungeon World has hit the ground and we're all having fun, but something seems off in handling Bonds at the end of session.
One of my players has the bond, "Able always has my back when things go wrong." while another has the bond, "I am working on converting Baker to my faith." And these are great, the players are having great fun in exploring them and acting on them, etc.
But then we get to the end of session move:
When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
This seems like it favors the bond with Baker, because that appears to be a goal with a more-or-less well-defined metric for completion. I can easily understand how this bond can resolve in a way the players are happy with.
In contrast, the bond with Able is more of an existing, recognized status, almost more like an alignment to be acted on than a bond to resolve (and in fact Able's alignment is to protect those weaker). I can't really see how this one can properly resolve if it's getting acted on constantly, which seems to put them at a disadvantage, denying them both the xp and the chance to establish new bonds with the party.
How do I handle these bonds that don't seem to lend themselves to any kind of resolution?