I have not read the BitD rulebook. I know that the system was, in a general sense, inspired by Apocalypse World. And John Harper has posted many blogs about AW - I linked to one just upthread in which he discusses consequences.if the BitD GM is making this all up on the fly dependent on the roll at the time... how does he telegraph to the players what the consequences of a failed roll will be before they choose to go for it?
So I'm going to guess that the "telegraphing" in BitD works very much as it does in AW. And AW at least has pages of discussion of principle and illustration of them being used in play to address this point.
The most basic of those principles is that hard moves build on soft moves.