Leadership Influence Planner V2
Use this skill when leadership influence is stuck inside a repeated conversation loop. Diagnose the transaction/game pattern first, then choose a Baker influence strategy that changes the loop and moves the work forward ethically.
What This Combines
- Transactional analysis: Parent/Adult/Child ego states, crossed/complementary/ulterior transactions, games, payoffs, and antithesis.
- Baker influence strategies: Investigation, Calculation, Motivation, and Collaboration.
Use transactional-game-analysis and leadership-influence-planner as optional source skills if they are available, but this v2 skill is self-contained enough to run without them.
Boundaries
- Treat pattern labels as hypotheses, not diagnosis.
- Do not manipulate, deceive, shame, threaten, or exploit insecurity.
- Do not recommend pouring more persuasion into a game loop. Change the transaction first.
- If there is abuse, coercion, threats, serious mental-health risk, violence, harassment, or retaliation risk, prioritize safety, documentation, HR/legal/professional support, and boundaries over influence tactics.
- Preserve agency. The goal is clear leadership and better choices, not hidden control.
Integrated Model
Transactional analysis answers: "What loop are we in?"
- Which ego states are active?
- Is the exchange complementary, crossed, or ulterior?
- What payoff keeps it repeating?
- What antithesis changes the payoff?
Baker influence answers: "What ethical influence mode moves us forward?"
- Investigation = Push + Logical: clarify facts, evidence, and the case.
- Calculation = Pull + Logical: help them reason through benefits, costs, risks, and tradeoffs.
- Motivation = Push + Emotional: connect to purpose, standards, urgency, pride, or care.
- Collaboration = Pull + Emotional: build trust, listen, invite ownership, and co-create the path.
Workflow
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Define the leadership outcome
- State what the leader wants: agreement, action, accountability, repair, buy-in, clarity, de-escalation, or decision.
- Identify the person/group, relationship, power dynamic, stakes, and deadline.
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Separate task problem from people pattern
- Task problem: facts, resources, decision, accountability, priorities.
- People pattern: defensiveness, passivity, resentment, blame, rescue, gotcha, helplessness, avoidance, triangulation, or status conflict.
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Map the transaction loop
- Identify likely ego-state invitations: Parent, Adult, Child.
- Mark crossed or ulterior turns.
- Name the payoff: attention, righteousness, avoidance, rescue, control, grievance, excuse, belonging, or familiar identity.
- If a concrete Berne named game fits, name it cautiously and list runners-up.
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Choose the antithesis before the influence mode
- For blame loops, return responsibility and facts.
- For rescue loops, ask for ownership and choices.
- For gotcha loops, acknowledge the concrete issue without accepting punishment theatre.
- For helplessness loops, stop solution-chasing and ask what experiment they will own.
- For courtroom loops, refuse the judge/audience role and move to agreements.
- For passive resistance, clarify the commitment and consequence without moralizing.
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Choose Baker mode after the loop is interrupted
- Facts barrier -> Investigation.
- Tradeoff barrier -> Calculation.
- Energy/courage barrier -> Motivation.
- Trust/ownership barrier -> Collaboration.
- If the first barrier is emotional mistrust, start Collaboration even if the final decision needs Investigation.
- If urgency is high, state the decision boundary first, then use the warmest mode still honest.
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Build a two-step leadership move
- Step A: antithesis script that exits the loop.
- Step B: influence script that advances the work.
- Keep both short enough to actually say.
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Stress-test
- Predict how the other person may try to pull the old loop back.
- Prepare a one-line repeat boundary.
- Identify what not to say.
- Choose a fallback mode.
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Return an action-ready answer
- Give the leader the recommended first message or meeting plan.
- Include a short version for chat and a fuller version for a 1:1 when useful.
- Include what success looks like and what to do if resistance continues.
Mode Pairings
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Game: Why Don't You - Yes But + Influence: Collaboration/Calculation Stop offering solutions. Ask what outcome matters and what option they will test.
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Game: Now I've Got You + Influence: Investigation Acknowledge the factual miss, narrow scope, and separate correction from punishment.
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Game: Courtroom + Influence: Collaboration Refuse judge role. Ask each person for desired outcome, constraints, and agreement.
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Game: See What You Made Me Do + Influence: Investigation/Boundary Separate triggers from responsibility. Return to observable behavior and next action.
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Game: I'm Only Trying to Help You + Influence: Collaboration Ask consent before helping. Give ownership back.
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Game: Blemish + Influence: Calculation Move from fault-finding to decision criteria and tradeoffs.
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Game: Kick Me + Influence: Collaboration/Boundary Avoid criticism bait. Name the behavior and offer a clean path.
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Game: Uproar + Influence: Collaboration first Lower tempo, pause, and restore the Adult channel before any persuasion.
Output Template
**Leadership Read**
- Outcome: [desired result]
- Stakeholder stance: [supporter/persuadable/skeptical/resistant/passive/adversarial]
- Main barrier: [facts/tradeoff/energy/trust/game-loop]
**Transaction/Game Pattern**
- Likely loop: [descriptive or named game]
- Ego-state pattern: [e.g. Parent-to-Child correction met by rebellious Child]
- Payoff: [what keeps it going]
- Antithesis: [what changes the payoff]
**Influence Strategy**
- Primary Baker mode: [Investigation/Calculation/Motivation/Collaboration]
- Why: [short reason]
- Fallback mode: [if resistance continues]
**Two-Step Script**
1. Loop reset: [one or two lines]
2. Influence move: [one or two lines]
**Do Not Say**
- [counterproductive line/tactic]
**Next Move**
[one concrete action and what success looks like]
Quality Bar
- Diagnose the loop before choosing persuasion tactics.
- Recommend one primary Baker mode and one fallback.
- Give language the leader can actually say.
- Keep the leader in Adult: factual, boundaried, curious, and direct.
- Do not reward the other person's game payoff just to get short-term compliance.
- Prefer repair, clarity, ownership, and trust over winning the exchange.
