I think you'll find this one interesting. Jared and I have known each other a long time, and in a significant fashion affecting the history of role-playing design. We don't explain when we talk, we say things and the other gets to process them internally and to decide what to say next. We just take it as given that there's some connection made and go on to make our own, and there is no overt "work" concerning the game design. It's a different kind of interaction; I know Jared is doing it himself in reference to what we talk about, and Jared knows that I know.
Furthermore, you may not realize that the whole time, we are talking about game mechanics. You get a hint or reference every so often, but all our seeming divergences into film chitchat, or the ongoing musing about this or that Burke story, are brought up because they seem relevant to the game function that may have been mentioned a while before. If you listen to the spoken words, it's all dots; if you were one of us, then it's all the connections.
So, for orientation, Jared is talking about his game in design Night Waves, which has been a little elusive for some years, and we're picking up more or less directly from the last time we talked about it, without needing to remind one another, as friends will. That last time was here in Norrköping when he visited us, but it could have been ten years ago, or fifteen.
You probably don't need this if you listen and watch even a little, but our primary point of reference are the novels by Andrew Vachss concerning his long-running character Burke.
Warning: includes strong words concerning concepts, titles, and game design trends. Go ahead and watch, but if you do, this is straight, no chaser.