What do you do about ruling something that actually is an advanced move from a class?
For example I have ruled numerous times that people could use improvised weapons and throw them at people. But I recently found out thats actually an advanced move I think the Thief or ranger has. But to me fictionally it would make sense that people would be able to do that with ease.
There are other advance moves or even basic ones where this happens. The famous can anyone lift gates if they are not the fighter dilemma comes to mind.
Basically sometimes the ficriin says you can do a thing but an advance move of a class makes me now think they can’t since it should be reserved for them
Advanced moves just make it easier for those character to activate those moves. Untrained characters just need more justification in fiction to use it properly.
Aye, anyone can try to throw a chair in combat… but usually it’s going to be of no use. You need preparation, a strong character, etc… But, a thief (or ranger) trained to improvise just take whatever is at hand and just uses it.
Look at the fiction; what are they doing? can they do it, based on what you’ve established so far? taking a chair and throwing it at a person is something a random adventurer could do; maybe channeling the powers of nature to turn into an animal is something that normal people can’t do, so you can’t do it unless you have a special move that says “hey, you can do this impossible thing!”. Of course sometimes there may be grey areas, or things that are not as obvious to rule on as these two examples, and in those cases it’s important to make sure all the group is on the same page.
After that, you get hte easy question, which is, does it trigger a move?
Short answer: When everyone looks to you to find out what happens, you make a GM move.
Long answer: This has come up before, in questions of how well characters can do things that are covered by another class’ playbook. Can the paladin pick a lock? Can the ranger smash down a door?
The explanation I like is that having moves like Tricks of the Trade or Bend Bars, Lift Gates allows that character greater control over the outcome. It puts the results more into the hands of the player, and gives them a greater say as to what happens. Without it, it’s more up to the GMs ruling. No move is triggered, you make a GM move.