I'm prepping for the second session of my first Dungeon World campaign and so I'm studying the Fronts/Dangers system. The basic concept makes sense as a way to help organize a more over-arching narrative to tie together the localized stories of adventure in each session. That said, I'm a little uncertain of how the Moves related to Dangers work out in practice.
For instance, one of the example moves for an Ambitious Organization Danger is Attack someone by stealthy means (kidnapping, etc.) This feels like somewhat of a Hard Move, so I'm assuming it's the kind of thing you'd do in response to a miss. That said:
If I make that Move, does it happen invisibly in the background (to be noticed later) or should it be made at a time where the players can somehow become immediately aware of it? The Think offscreen, too principle suggests to me that it doesn't need to be immediate.
Since I can't make two separate Moves in response to a miss, how does flow continue in the 'local' narrative? I still need to describe the results of the miss. Is it just something like "you aim carefully and loose your arrow, but it goes wide of the mark" without other obvious immediate consequences, then pass the spotlight back to a player?
Maybe these are the kinds of Moves that are good to make in response to misses on less active player Moves, like Spout Lore or Discern Realities?