One thing that leapt out at me while reading "Never Trust a Snake" was the implication of fascism in the worldview: "The core myth of WWF wrestling is a fascistic one: ultimately, might makes right; moral authority is linked directly to the possession of physical strength, while evil operates through stealth and craftiness (mental rather than physical sources of power)" (41).
This isn't all that surprising, really; it's a central conceit of most superhero comics as well, where all problems are ultimately solved via physical violence, if somewhat supernatural physical violence. It's rarely explicitly stated that the strongest fighter is the most moral, but it always seems to work out that way. (Hell, who can imagine a story in which someone as powerful as Superman is the bad guy?)
But, as noted in the class discussion, there are certain kinds of mental power that get a pass. There are times when we cheer cunning, and there are times when we boo it. And it's important to remember here that, despite the class war rhetoric of the managerial class bullying the manual labor class, there are plenty of bullies who need nothing but physical strength to get the job done--they're the ones we call "bullies" as a literal label, instead of a metaphorical one.
And here's where I go way off text. In culture war rhetoric--where nobody wants to be associated exclusively with brawn--two types of intelligence always end up being posited. The first is the stuff of eggheads and elitists, the "official" knowledge taught, well, in elite colleges. The other is more organic, variously described as common sense or street smarts, a knowledge that marks itself by experiential learning and practical use, consequently marking its opposite as impractical, theoretical, and deceptive. This is the knowledge of outlaw culture, which is usually portrayed as being fundamentally more honest, and more practical, than establishment culture.
Now then. We started with a binary between brains and brawn. We have a third now, having split "brains" in two. It's possible to read "practical intelligence" as a synthesis of physical power and pure intelligence. Most single-player RPGs work with a trenary much like this one, with three types of power. The first two are generally physical and magical, and the third is a somewhat variable "other," often including elements of stealth, interpersonal skills, mechanical knowledge, etc. Often the "other" is a synthesic class, borrowing elements from the others, either through a general mix-'n-match approach or a more intellectual use of the body itself. I'm not sure if any of this fits the subject matter at hand, but the "vengeance" play we've read about earlier--in which the face breaks the rules to even the score with the heel, who has of course broken all the rules from the beginning--might work. Power achieved from a mental source that is nonetheless contextual, acted out from a character explicitly marked as working class (a face, after all), that reasserts balance and demonstrates that there is, in fact, a right time for a good guy to be crafty.