Ok. I guess maybe taking a concrete example might have backfired. I was just trying to use something so that I wouldn't ask a question about how do people do "things" if they're not doing the things that are defined already. What's the best way that MC have found to handle when people move outside the basic moves? Quickly decide if they can or can't and then narrate? Make up a move right there and have them roll on something completely untested? Just find the closest basic move to what they're doing and use that?
As for the diamond bit drills, I don't think those are required. A hammer, chisel and crow bar are all that are usually needed to get in to a typical safe I think. I've taken one to a locksmith before.
The rules have a lot of moves for PC in combat, PC vs PC/NPC manipulation, PC & PC sex, etc. But there's nothing that I feel would resolve a PC vs inanimate object (low tech thing like a safe) skill check. Nothing that could be used to check if a character knows something.
Some things that might come up...
PC vs Inanimate object
- The scene establishes that they've made it in to a gang leader's office and there's a safe in the corner. The player wants to attempt to open the safe. What is the action that the MC takes that's most effective? Narration / make up a move / etc. I feel like if I tell the player that they can't open it it makes their lives more boring and the book tells me to make their lives not boring.
- For story purposes, I make the player's car break down in the middle the trip back to the holding. The player wants to attempt fix it on the side of the road.
- A player has snuck in to an enemy holding. They want to open the gate and are trying to figure out how to work the mechanism and gears used to open it.
Does everything just become acting under fire?
PC knowledge checks and ingenuity
Scene is established that a player finds a shack in the waste that has a generator running and a ham radio with Morse code coming over it. There's a chart that has letters with dashes and dots next to them.
- If a player, who hasn't established that they are or are not literate yet, wants to attempt to decode the signal, should we assume that they're literate first? If not, do we just try to narrate via a flashback that the character was taught how to read? Do we make a move that figures it out?
- If a player is established to be literate, we can safely assume they probably can't decode Morse code. The player wants to attempt to decode the signal.
I don't know how to crack safes either, but with a big enough car, a strong enough chain and a high enough cliff, I could probably get the thing open.
So then in your example, did your MC just narrate you dropping it off a cliff and if that worked or not? Did your MC make a move for you to roll if the cliff worked? If not, what basic move might the MC have used? Or was it something different than those?