TEACHING NOTE "WIN AS MUCH AS YOU CAN" This is a four-party, scoreable game that encourages participants involved in a negotiation to build trust, exchange information, and work together cooperatively. Your role is to introduce players to the game, to help them play, and to lead a "debrief" of the results. The debrief should show the advantages and disadvantages of various cooperative and competitive strategies. SCENARIO: The game has l0 rounds. Each participant must play an "X" card or a "Y" card each round. Players either win or lose points after each round, depending on their choice of a card to play as well as on the choices of the other three players in their group. The "X" strategy offers a high individual payoff, as long as at least one of the other players plays a "Y" (See payoff chart below). A "Y" strategy loses if at least one other person plays an "X", but everyone can consistently gain if all players agree to play "Y's". Since the gains of cooperation (by all choosing "Y") are relatively modest, many players are tempted to play "X", thereby maximizing their individual gain on a single round at the expense of the others. However, the more the players succumb to this urge, the worse off the group becomes. Eventually, with your help, the players can learn that cooperation may lead to smaller payoffs in the short term, but it is the strategy most likely to produce the highest benefits for each individual over the longer term. Following is the pay-off schedule for "Win As Much As You Can." Group Choices Individual Payoffs 4 X's Each Player Loses 1 point 3 X's, 1 Y Each X Player Wins 1 point, the Y Player Loses 3 points 2 X's, 2 Y's Each X Player Wins 2 points, Each Y Player Loses 2 points 1 X, 3 Y's Each X Player Wins 3 points, Each Y Player Loses 1 point 4 Y's Each Y Player Wins 1 point Choosing X versus Y Risk vs. Return Analysis X Lowest Risk: 1 loss option = -1 point Highest Payoffs: 3 win options = 1, 2, 3 points Y Highest Risk: 3 loss options = -1, -2, -3 points Opportunity for Consistent Gains = 1 point LOGISTICS: The game and debriefing should take approximately 1 hour and 30 minutes (please see the attached “Annotated Game Schedule for Trainers”). It should be played in groups of four. You should have paper, magic marker, instructions and a score card for each participant. In addition, you will need an overhead projector, transparencies, and a felttip marker for yourself. Hand out the Schedule, Instructions, and Score Sheet (make copies from Appendix A-Participant Materials), and two index cards and a marker to each player. Ask each player to write an X on one of the index cards, and a Y on the other. INTRODUCING THE GAME: Review the Instructions for Players with the players. Be careful about the way you describe the goal of the game; you should encourage players to strive for the highest score they can get as individuals--within the rules of the game. Each player must play either their "X" or their "Y" index card in each round, at the same time as the other players play their index cards. All the players must play all of the rounds. Players may not talk to each other at any time during the game, with three exceptions. Just before playing rounds 5, 8, and 10, the players may confer with one another for two to three minutes before making their decisions. It is important to explain the scoring system carefully. The maximum individual score obtainable at the end of the game is 75, but negative scores are also common. After each round, players must record both their personal choice (an X or a Y) as well as the group choices (total X's and Y's). Each player's personal score is determined by their individual choice within the context of the group’s choices. Players may not trade points. You should display the overheads showing the payoff schedule and the participant score card as you explain how the scoring works (Appendix B--Overheads.) It is possible that even after a careful explanation, the players will still make mistakes in their scoring; if they do, much of the teaching value of the game is wasted. To prevent mistakes, it is a good idea to have the players practice scoring before you start. Ask players in each group to count off from 1 to 4. Ask all player #1s to imagine they played an X. Ask players #2s and #3s to imagine they played Ys, and ask player #4s to imagine they played an X. Then ask them to calculate and write their own individual score for Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 2 that round. Players #1 and #4 should have written down 2 points. Players # 2 and 3 should have written down (-2) points. Rounds 5, 8 and 10 are bonus rounds. Payoffs (and losses) increase as follows: • • • Round 5: Round 8: Round 10: Multiply your individual score times 3 Multiply your individual score times 5 Multiply your individual score times 10 The players may not talk except immediately before these three rounds. Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 3 PLAYING THE GAME: After you have introduced the game and answered questions, you should ask the players to stop talking and prepare to play the first round. Tell the players to put their X or Y card on the table when you call “play.” Each non-speaking round should take 2 minutes to play and score. Before round 5, give the players 2-3 minutes to talk, then ask them to stop talking and call “play.” There should be no talking from the end of Round 5 until the end of Round 7. Allow players to talk briefly again (2-3 minutes) before Round 8, and again before Round 10. Each of these three speaking rounds should take 5 minutes to play and score. After playing 10 rounds (roughly 30 minutes), collect the score cards and write the cumulative score for each player, along with total scores for each group, on the overhead with the “Who Won What” table provided in Appendix B. You should display this overhead during the debriefing, and use it to review the results of the game. DEBRIEFING THE GAME: The Debriefing Pyramid: In debriefing Win As Much as You Can (or any other negotiation game), you should think of the debriefing process as a pyramid: INSIGHTS FROM THEORY CROSS-GROUP COMPARISON GROUP PROCESS AND OUTCOME INDIVIDUAL STRATEGY AND ASSESSMENT The first level of debriefing begins at the base of the pyramid, with individual strategy and self-assessment. You should begin by asking individuals to talk about the strategy they began with, how well that strategy worked, and what they might do differently if they had the opportunity to play again. The second level of debriefing explores the way individuals interacted within each negotiating group. After talking with individuals in each group about their own experience, you should ask them to reflect on how their individual decisions--and those of other players--affected the negotiation process and the group’s outcomes. At this level of the debriefing, you are also exploring how players communicated with each other both verbally and nonverbally, whether and how they made decisions jointly (e.g. did they agree to cooperate? did they decide to communicate their commitment to cooperate in some way?) and the effect of those decisions on individual and group scores. The third level is cross-group comparison. After you have explored the experiences of each negotiating group, you should help the participants to draw general lessons about the Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 4 way differences in individual strategies and group processes affect both individual and group outcomes. At this level of the debriefing, you should invite the group to look again at the differences in group scores. Were there commonalties in the group process among the high scoring groups? Among the low scoring groups? What lessons can be drawn from a cross-group comparison about the best way to "win as much as you can"? The final level is the use of negotiation theory to highlight and summarize key issues and lessons from the game. Win As Much as You Can is a four-player version of the Prisoners’ Dilemma, one of the most studied games in negotiation theory. Theorists have developed and tested a large number of strategies for multiple-round games of Prisoners’ Dilemma, and some clear prescriptive lessons have emerged. These lessons are relevant not only to the game, but to many real-life negotiating situations. By reviewing these theoretical issues and lessons, you can create a bridge to the presentation of the Mutual Gains Approach. The pyramid is useful for understanding the general flow of a debriefing. It is important to note that any debriefing process is likely to move back and forth between these different levels. For example, when you begin asking participants in one group about their individual strategies, the discussion will naturally segue into a discussion of group process, and then may move back again to a discussion of individual strategy. You may also make a conscious decision to jump a level. For example, you may want to make a cross-group comparison before you have finished the group-by-group debriefing, because you know that a particular incident from another group's negotiations will help to highlight a lesson you are drawing out. The pyramid is most helpful for understanding the direction you want to be moving on overall: beginning with a focus on individual experiences, and ending up with a broader focus on what the game as a whole suggests about successful negotiations. SUGGESTIONS FOR LEADING A DEBRIEFING The main purpose of the debriefing is to show that in this game, a cooperative strategy provides the best chance of maximizing individual scores in the long run. The discussion should focus on how players can build cooperation even when they can’t communicate directly. It should also highlight the challenge of re-establishing cooperation when it has broken down. You should try as much as possible to lead a discussion rather than lecturing to the participants about the lessons of the game. Through a process of comparing scores, discussing the strategies and actions of individual players, asking how others in a group responded to a player’s actions, and how the players’ interaction affected both individual and group outcomes, you should be able to draw out the participants' observations about the value of cooperation. Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 5 Getting the Discussion Started The results listed on the overhead tell you individual players' results and group results. What they don't tell you is the strategies that individuals used (i.e. playing X or Y to start, changing from X to Y or vice versa in response to other players' actions and statements), or how group members reacted to each others' strategies. Begin the debriefing by talking about players individual strategies and decisions. First comment on the variations in the scores. Note that there were some groups where no one did very well, others where some did well but others did not, and some where everyone did fairly well. Then select the lowest scoring group, and ask the participant with the highest score some of the following questions: • • • • • • What was your strategy? Did you change it during the game? Why? How did others in the group respond to your actions? What was the result, for you and for the group? Are you satisfied with the way things worked out for you? For the group? Would you want to play this game with your group again? Now ask some of the participants with lower scores to describe their strategies, and how and why they changed their strategies during the game. Ask them if they think there is anything they could have done differently to achieve a higher score. It is important to keep in mind that those who got a particularly low score may be embarrassed by the results. Therefore, if you point out a particularly low score and ask the person involved to comment, be sure to point out that your intent is to help the group learn. To avoid "spotlighting" anyone, ask the group, and not just the individual to talk. You can also tell a brief story about your own past mistakes to engage participants in speaking openly about theirs. As players comment on their strategies, their actions, their reactions, and the impact on their own scores and their group’s score, begin to highlight key teaching points about group process and outcome. For instance, if it becomes clear that the group attempted to make or actually made a commitment to cooperate, ask players how this happened? If the group did not engender any commitments to cooperate, ask group members what affect this had on the outcome. Explore the obstacles they encountered, and ask them to consider whether and how the group process might have been different. As the discussion moves from individual strategy to group process, you should be able to cover some of the following learning points: Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 6 • recognizing the tension between what’s good for you and what’s good for others; realizing that everyone faces the same tension • deciding your strategy (X or Y) and changing it in light of experience • communicating intentions and making commitments in the talking rounds • building, maintaining, losing and regaining trust (did you do what you said you were going to do? if you didn’t, how did others react?) After you have debriefed a low scoring group, move to a group that had a better group score, but a big internal split between high scoring and some low scoring players. Ask a high-scoring player in this group to talk about his/her strategy, etc., as you did with the first group. Then move to lower-scoring players in the same group. Finally, move to a group that had a high total score, and where no player scored dramatically higher than others. Repeat the same process of questioning about individual actions and reactions and group outcomes. Outcomes You Might See In this game, strategy gets developed at two levels. First, individuals may adopt their own strategies (and they may alter these during the course of play.) Second, the groups may develop joint strategies before or during the three rounds when they are allowed to communicate. Most groups begin with some cooperators (playing Y) and some noncooperators (playing X). For the first four rounds, they see-saw: some who started playing X switch to Y, and vice versa. When they have the opportunity to talk before the 5th round, one or more players may try to get others to commit to a cooperative group strategy. Individual players might decide to follow one (or more) of these strategies: • Maximizing Gain through Deception: going for the highest possible maximum score by attempting to maximize your own X's and other's Y's, perhaps through "baiting" or deception. • Assessing Risk and Return Round by Round: choosing X or Y before each round on the basis of a judgment about risk and return; • Assessing Risk and Return over Many Rounds: planning a longer term strategy that involves thinking several rounds ahead. Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 7 • Tit for Tat: Beginning "cooperatively" with Y's in the first few rounds, but retaliating with X's if the other players do not cooperate in turn. During the talking rounds, groups might agree on one of the following strategies: • Cooperation without Commitment: the entire group decides to play “Y,” so that players all gain equally, but everyone keeps holding their X cards. In the 8th and/or 10th round, one or more players may decide to break the agreement to get bonus points; • Cooperation with Commitment: The group decides to put their X's aside (or tear up their Xs) and play with Y's only. • Unbalanced Commitment: One or two players commit to play only Y, but others do not. The player who committed to play Y may go back to playing X after losing points with a Y strategy. • Demand for Compensation: One player who played Y’s unilaterally in the first four rounds may demand the opportunity to play X in a bonus round while others play Y. Others may or may not agree. A major lesson of this game is that if all of the members of a group opt for a cooperative strategy, everyone in the group will gain consistently over time, thereby producing moderate individual scores and a high group score. Of course, these gains will not be realized if one or several players are unwilling to choose a cooperative strategy, or if they choose one and then defect in a later round. A HYPOTHETICAL DEBRIEFING OF THREE GROUPS: Here is an example of a score sheet you might see when you run Win as Much as You Can with a group of twelve (three groups of four): Player 1 Group 1 -31 Group 2 35 Group 3 0 Player 2 -11 -9 16 Player 3 9 -9 32 Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 8 Player 4 -27 35 16 TOTAL -60 52 64 By looking at these scores, you can begin to see that Group 1 must have a story to tell about failure to achieve cooperation. Group 2 looks like it had two cooperators and two non-cooperators. Group 3 appears to have evolved cooperative strategies (probably after some confusion in early rounds). After putting up the overhead with these scores on it, you should begin by asking Player 3 in Group 1 (the highest scoring player in the lowest scoring group) to talk about his/her strategy, actions and reactions, and then ask others in the same group to comment on their own strategies and on the group process. When you do, you might hear a story like this: • Player 1, then Player 4 played Y in the early rounds, hoping others would follow, but Players 2 and 3 kept playing X. • By round 4 Players 1 and 4 gave up, and all played X in round 4. • When they were allowed to talk before round 5, Player 4 said "we're all losing, so let's play Y," but Players 2 and 3 said “That's not the objective of the game. The objective is ‘win as much as you can.’" Player 1 pointed out that if all play X, all lose, but they didn't have time to finish the discussion before they had to play round 5. Players 1 and 4 played Y, but Players 2 and 3 played X. • In rounds 6 and 7 all four players played X. • Before round 8, Players 1 and 4 tried again for an agreement to cooperate, but Player 2 was skeptical that others would actually play Y, and Player 3 was noncommittal. In fact, all except Player 3 played Y in round 8, but after seeing that Player 3 wasn’t going to cooperate, all played X in 9 and 10. Now frustration reigns, and all are unsatisfied. None would care to play with the others again. In talking with Players 2 and 3, it should become clear that they 1) interpreted the goal of the game in a way that limited their ability to see that they could in fact do better for themselves by cooperating with others; and 2) they either could not or were not willing to consider ways to bind themselves and others to a cooperative strategy. In talking with Players 1 and 4, it should become clear that they were initially wedded to a Y strategy. They tried to organize cooperation, and when others did not pick up on their cues, they continued to play Y. After a few rounds, they learned the hard way that a Y strategy is a losing strategy when others are playing Xs, so they switched to a tit for tat approach. In each talking round, they tried each time to engender a commitment from Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 9 others to play Ys, and each time they were unsuccessful in binding the group to a cooperative approach If they had it to do over again, players 2 and 3 might have thought harder about whether it was in their interest to continue playing X after others wised up to their noncooperative strategies. Players 1 and 4 might have tried to find a better way to commit themselves and the other two players to a cooperative strategy, rather than making their case, hoping for the best, and then reacting to non-cooperation by others. For example, they might have proposed a way for group members to express their commitment to cooperate (e.g. setting their Xs aside) so that each player would be more willing to accept the risk involved in throwing Ys. Turning to Group 2 (some high scores and some low scores), the story turns out to be a bit different than what you might have expected: • Player 2 took the lead in trying to promote cooperation. Before round 1, Player 2 smiled and nodded at the other players, then played Y. Everyone but Player 4 also played Y. • After round 1, Player 2 actually tore up his/her X card and put the shreds in the middle of the table. • In round 2, all played Y except Player 1, who explained that s/he wasn’t sure Player 4 could be trusted (since Player 4 had played X in the first round). Starting in round 3, all played Y in every round--until the last. (Player 4 decided to trust Player 1, and vice versa). • They all had positive point scores after round 9 (15 points each for Players 2 and 3, 11 points each for Players 1 and 4). When they talked, they agreed to play Y in round 10, but despite this agreement, Players 1 and 4 decided to play X, gaining 20 points each, while Players 2 and 3 lost 20 points each. Now Players 2 and 3 are bitter about the result, and would not want to play with Players 1 or 4 again. Players 1 and 4 insist “it was only a game” and “the idea was to win as much as you can,” but agree that they would not want to play with Players 2 or 3 again. In talking with Players 1 and 4, you might ask whether “the game is ever really over,” in situations where you expect to have ongoing relationships with your negotiating partners. You might also ask Players 2 and 3 whether they would, if they were playing the game again, ask Players 1 and 4 to tear up their X cards in the early rounds. You could also ask Player 2 whether it makes sense to tear up your X card if others aren’t prepared to do the same. The underlying point is that negotiators should be trustworthy, not necessarily trusting. Giving up the option to play X is like signing a blank check. Unless you are absolutely sure of cooperation from your negotiating partners, it’s a very risky thing to do. You Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 10 might ask the players what they could have done to commit themselves without tearing up their X cards. (If they don’t have an answer, you might ask players from other groups for their suggestions--for example, putting their X cards down, face up, but reserving the option to pick them up again.) Turning to Group 3 (highest group score, relatively equal individual scores), you might hear this story: • Player 1 began by playing Y, and continued playing Y for the next three rounds “to send a message” but in each of the first four rounds, at least one player played X. • In round 5, Players 1, 2 and 4 thought all four players had agreed to play Y, but Player 3 claims s/he never committed to play Y. In fact, Player 3 played X in round 5. • In rounds 6 and 7, only Player 1 continued playing Y; all the others played X. • Before round 8, Player 1 proposed that all put down their Xs, and all play Ys through round 10. The others--including Player 3--agreed. • In round 10, Player 1 asked to play X while others played Y, since s/he had the lowest score and had been playing Y every round, but others refused. Player 1 is left feeling wronged. Player 3 is satisfied--s/he got a high score and “played by the rules.” In talking with Player 3, you might ask whether s/he would have agreed to put down his/her X card in Round 5 if someone else had proposed this idea. Also, even if Player 3 did not “really” commit to play Y in Round 5, s/he risked losing the trust of others by leaving his/her intentions unclear. Would Player 3 use the same strategy of “letting others think what they want” again? What would have been the effect on individual and group scores if Player 5 had joined with the others in a clear expression of commitment to play Ys? You might ask Players 2 and 4 why they decided to play X’s in rounds 6 and 7. In talking with Player 1, you might ask whether s/he would play Y on every round if s/he had to play the game again, or would s/he do something different (e.g. to establish the commitment of others to play Y, or to respond to their playing Xs). It should become clear that it only makes sense to cooperate if you have some reasonable assurance that others will do the same. Cross-group Comparisons: After debriefing each of the groups, you could compare the different approaches the three groups used to try to get everyone to play Y. In Group 1, no one could figure out a way to get commitments, and the group as a whole did not do very well. In Group 2, Player 2 chose to show a commitment to playing Y by tearing up the X card, even though others didn’t. Nevertheless, the force of Player 2’s commitment was strong enough to get others to play Y--until the last round. In Group 3, the group Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 11 took a long time to find a way to commit everyone, but when they did, by deciding to lay down their X cards in Round 8, they ensured high points for each player for the last three rounds. You might also ask whether the strategy of unilateral commitment (Player 2 in Group 2, and Player 1 in Group 3) was helpful to the players who chose it, or whether they ended up sacrificing their own interests for the sake of the group. At the other end of the spectrum, you might ask whether those who were least interested in cooperating actually served their own interests. In Group 2, Players 1 and 4 did benefit by playing their X cards in the last round, but neither seems to think that this would be a good idea in real life. In Group 3, Player 3 also scored high, but may have made it more difficult for other players to trust him/her in the future. These questions will help you transition to a more general discussion about the lessons this game teaches regarding cooperation and competition. LESSONS FROM PRACTICE AND THEORY: After you have debriefed each of the three groups, you should review the score sheet again and tell the players the range of possible scores in Win as Much as You Can: • highest possible individual score: if a player plays X every round while all others play Y, X player gets 75; group score is zero • lowest possible individual score: if a player plays Y every round while all others play X, Y player gets minus 75; group score is zero • lowest possible group score: if all play X every round, group score is minus 100; each individual gets minus 25 • highest possible group score: if all play Y every round, group score is 100; each individual gets 25 Two key strategic lessons should emerge from the experience of the players and from reviewing these scoring possibilities. First, although one person can score high by playing X if all others play Y, it’s not likely that all others will, and eventually, everyone will end up playing X. When everyone plays X, all get low scores. Though it seems counter-intuitive to some people, the best chance for an individual to get a high score is to get everyone at the table to play Y. This first lesson holds as long as players think that there will be more rounds to play. If you are confident that you'll only be playing one round of Win as Much as You Can--and Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 12 you'll never be playing again--you should play X. In real life, most negotiations of real importance involve ongoing relationships. Even if we will not deal directly with a person again, we need to consider whether that person will tell others about our behavior. A reputation for trustworthiness and cooperative behavior is a valuable asset in negotiation, and not one we should risk without very good reason. Another important lesson is not to commit to play Y unless others do too. Even if everyone recognizes that all are likely to be better off if all play Y, individuals still benefit even more by playing X when others play Y. Therefore, it is important not to commit yourself to a cooperative strategy unless others have made a commitment you can trust. If you make a unilateral commitment, you are signaling to others that they can take advantage of you, and they may take you up on your offer. Instead, try to find ways to commit both yourself and others, or at least to demonstrate trustworthiness by doing what you said you were going to do. The greater the possible gains from cooperation, and the greater the temptation to “defect,” the harder you should search for ways to cement cooperation and make defection difficult. Here are four broader negotiation lessons from Win as Much as You Can that are presented on the debriefing overhead. You might want to explain to the participants that these lessons echo Robert Axelrod's conclusions from Chapter 5 of The Evolution of Cooperation. Axelrod developed these lessons after extensive research on the Prisoner's Dilemma (as noted earlier, Win as Much as You Can is based on one version of this dilemma.) After testing literally thousands of potential player strategies with computer programs, Axelrod found that the following four principles constitute the most successful strategy one can adopt: • Be nice: seek cooperation If you start by playing X, it’s hard to get others to play Y. If you start by playing Y, you demonstrate trustworthiness and lay the foundation for cooperation. In real-life negotiations, it's best to start out with an open mind and a willingness to explore possibilities for mutual gain. If you have a difficult history and little trust in your negotiating partner, you can acknowledge it. But if there is some reason to believe that cooperation may be in your interest, you should be willing to discuss options and find ways to commit both yourself and your negotiating partner(s) to live up to any agreement you reach. It is important to do this early in a negotiation, because once you have used a competitive strategy aimed at securing benefits for yourself at the expense of others, it can be difficult to cultivate trust later on when you decide that a cooperative strategy may be best in the long run. Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 13 • Be provokable: only cooperate as long as others do. If others are playing X, you shouldn't keep playing Y. We often do things that are good for others (family, friends, co-workers, neighbors, etc.) without expecting anything concrete in return. But sometimes we find ourselves in situations where that there's been too much give and take: we've been doing the giving, and others have been doing the taking. In these situations, others have no incentive to cooperate with us as long as we continue to give. If we really do feel that we're being taken advantage of, we need to make it clear that others will have to reciprocate in a way that meets our interests before we do anything else to help them. • Be forgiving: if others commit to cooperate, you should too Even if others have been playing X, you should be willing start playing Y again if they can convince you that they are also committed to playing Y. The key to rebuilding trust after an incident or period of non-cooperation is to find ways for us and our negotiating partners to commit ourselves to a cooperative course of action. In many of our interpersonal negotiations, we are willing to accept other people's word as the first step toward rebuilding cooperation. In other negotiations, we need to wait until we see others' behave in a cooperative way (judging by deeds, not words) before we change our own behavior. In many organizational and business dealings, we require some written document that commits all parties to a course of action, and we may also allow an outside authority to enforce commitments once we've made them (e.g. the courts for contracts). Negotiating partners need to demonstrate their commitment to cooperate with both words and deeds. • Be clear: don't risk your trustworthiness One of the most valuable assets you have in any negotiation is your reputation for saying what you mean and meaning what you say. We are often tempted to say things in a way that leaves us "wiggle room," and there are some situations in which "constructive ambiguity" may be appropriate. Nevertheless, in negotiations where there is not a strong foundation of mutual trust, it is unwise to say something that you know can easily be misunderstood by your negotiating partner, act in a way that you know they will not appreciate, and then claim that what you did was in perfect accord with what you said. By the same token, it is important to seek clarity from Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 14 your negotiating partners about what they mean. If the words of your negotiating partner seem ambiguous and difficult to interpret, you should ask for further explanation, and perhaps a more concrete expression of any commitments that are being offered. If you need to keep your options open, it's usually better to explain that you cannot commit than to resort to vague language. And if you are thinking about getting the other side to commit while keeping your options open, think how you felt when you thought you had an agreement to play Y and they played X. Win as Much as You Can Teaching Note Copyright © 1998 Consensus Building Institute Page 15
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