Date: Fri, 6 Feb 2004 06:51:34 -0800 (PST)
From: "Ben Hauck"
Subject: Strategy
To: DD
For your consideration:
I mentioned these in rehearsal, and I want to slightly revise them.
1. Concede
2. Get concessions
3. Promise/threaten
4. Promote deadlock/endgame
1. First and foremost, concede whenever possible in a game to the
other player's character's wants, so that the other player will
return the favor and concede to your wants.
2. Get concessions from the other player's character if you're not
getting them. That may involve a mixture of standing firm and
conceding. If your concessions don't automatically get what you
want, pursue what you want more by *getting* concessions.
3. If you're not getting what your character wants, you can promise
or threaten. When executed, a promise will "cost" you in a game; a
threat will "cost" the other player in the game. Either of these
should help you get what you want in most games when you're not
getting concessions from the other player.
4. If promises or threats don't help you get what you want, you now
need to stand firm at all times until you get what you want (promote
deadlock, in other words), or break the game (move toward endgame).
In the player-game, this is akin to walking off the stage and
stopping improvising. In the character-game, this is akin to having
your character "leave the room" and, say, get in his car and drive
off (pantomimed while onstage). Since a game is the pursuit of
interdependent wants, if you make the wants *in*dependent of the
other person, you are making a hostile move of potentially ending the
game. A move toward deadlock or endgame comes at the execution of a
threat or the failure of a promise.
=====
Ben Hauck AEA - SAG
On the Web:
http://www.benhauck.com