From here on out, there are now contested and uncontested actions; if you don't want to contest an action (like Hellis accepting MelonHead's move) all is well -- plot away. It becomes collaboration where two players work out the conflict amongst themselves. A contested action means that you're throwing it to the ground ruling of a GM. We aren't going to necessarily explain the logic behind the rulings, but we'll try to be fair about it. In essence, think about what you're pulling when you try it. Personally, I prefer people have a little flexibility and work with the uncontested actions -- if you make the GM's play referee, like it's an NRP, we're going to basically impose our interpretation onto the activity.