Getting information from NPCs
We should decide as a group how we want to handle this sort of thing. The nature of the NPC will affect the answers, but the game will be affected by the general answer you decide on.
There are currently a few —maybe interconnected— 'mysteries' that you are aware of. There seems to be a general move to offload these to NPCs by just asking for answers. Some are simple to deal with, Slippery Jim will not risk his own skin going against wizards and demons [
ref], so there are no easy and direct answers there [
ref], but other are more complex.
Jena [
ref] and Charles Whittier [
ref] are part of the players' sheet and a feature of the Playbook, they are tools you are meant to use to solve your problems. But they are also still people with individual needs that should to be taken into account, and they have limitations. Such resources should be available to you most of the time, and only very rarely should you be denied access (other than when the fiction makes such denial obvious), if we roll the dice they would mainly dictate timeframes rather than outright 'failures' and should produce some sort of answer, even if that answer sends you to another person for more. They might not be able to give the sort of answers you are looking for in the timeframes you are needing them, (GM Move: Activate their stuff's Downside), but they should not make your life harder.
Absent a more specific Move,
Hit the Streets is probably the Move to use for such things. In the case of Playbook NPCs the most common consequences would be 'that it will take time for them to come up with answers', but they may sometimes have their own problems they need you to help them deal with (if it does not complicate the current story too much). Other NPCs (Jim, Kenedi, anyone not part of the character sheets) will add a lot more complication on a Miss or a Partial Success, the sheet NPCs should be safer for more frequent use.
The question is:
Do you want to have NPCs just give you answers to the 'mysteries' proposed by the story? That is fine, but it takes away that part of the game and could make it more action-orientated as you jump from resolution to resolution while the NPCs do the legwork. It makes sense for you to ask for help —it gets frustrating when 'silly PCs' assume they are the protagonist and try to do it all themselves— but the
players need to decide how effective this help will be and what that does to the story. I don't want to constantly shut down such enquiries.
A middle-ground is that we rely on Moves like
Hit the Streets and deal with the consequences of the dice rolls. This will range from 'some answers' on a 10+; to 'answers later' or 'answers that will cost you' on a 7-9 or 'no answers' if you are unwilling to pay the cost (you choice); to 'bad things' or 'additional complications' on a 6-.
How do we want to handle these things? Everyone should answer.