I recently joined a DungeonWorld campaign as the Wizard. The campaign involves the PCs being sent to another plane to retrieve an artifact and return it to one of several powerful entities. I'm tempted, once we find the artifact, to try to use the Ritual move to escape the plane in a way that's different from the way the story is pointing toward. That way, we PCs can keep the artifact and see what we can do with it! (And, more than likely, incur the wrath various planar powers who will try to track us down.)
My main concern is that this course of action may catch the GM off-guard and render useless a lot of the GM's planning.
In this kind of situation, is it a good practice to talk to the GM beforehand, running my plans by him to make sure he's comfortable with the adventure branching off this way? I mean, it's possible that I could flat-out fail to create that alternative escape route, but I am curious to try and see how the story (and the GM) react to my decisions.
Per request, a bit more background. The GM has some DW experience (albeit not a huge amount), but he found an interesting pre-written adventure for a different system and is attempting to run it within Dungeon World's mechanics. As folks have pointed out, this is somewhat against the spirit of Dungeon World's system, but I also want to be respectful of the experience the GM is trying to create for us, even if it's somewhat counter to DW mechanics and chafes a bit for the players expecting more DW-style play. This is less a question about the system (though it's good to be reminded that breaking the rules of the system is likely to cause problems) and more about the etiquette of handling this kind of tricky situation in hopes of creating a good experience for everybody. For me personally, it's also approaching the question as someone who is usually the GM, so also trying to understand the boundaries of my role as a player here.