Over in another thread
we started to talk about making your raises during "just talkin'" conflicts really stick. Baker makes it clear in the book that when you Take the Blow during any conflict, even a verbal one, it should make sense that you'll experience fallout. In other words, it needs to hurt.
What have you done to make the Blow un-Take-able? What do your characters say to each other that simply cannot be allowed to stand? And what Raise/See sequences have you had in your games that were especially memorable?