Captain
Ahab
He has already decided how this ends. Say something that makes him reconsider.
Step into high-stakes encounters with characters from literature, history, film — and the person across the room. You carry no weapons. You win with wits and words, or you don't win at all.
Talk your way in. Or talk your way straight off a cliff. Every encounter ends with someone won over — and it isn't always you.
Every character wants something they won't say out loud. Find it before they find yours.
Empathy. Diplomacy. Deception. The right move on the wrong person is still the wrong move.
They remember. They react. And they are under no obligation to like you by the end.
A first look at the roster. Each one has already decided what they think of you.
He has already decided how this ends. Say something that makes him reconsider.
He will be perfectly courteous. That is the part you should worry about.
Every answer you give becomes his next question. Choose the first one carefully.
No monsters. No stakes. Just a stranger, a short window, and everything to lose.
More of the roster surfaces closer to launch.
Six ways to walk into a room. None of them is a weapon.
Don't out-shoot them.
Out-think them.
There is no sweeter way to win than beating someone with nothing but your words.
Leave your email. Be first through the door when the encounters open.