Well then. Good thing Artificer failed to get the TorpOrb. Who knows what shenanigans she might have perpetrated had such a powerful technomagical artifact fallen into her clutches? I’m sure Handbook-World can rest easy knowing it’s safely in responsible hands. ಠ_ಠ

Any dang way, today’s comic is closely aligned with “Calling the Audible.” Last time we talked about the concept, it was about the perils of locking yourself into one trick builds, up to and including giving up when your main shtick proves ineffective. It’s this inflexible thinking that’s liable to get you killed, and that’s just as true at the strategic level as it is at the tactical.

The thrust-parry-riposte of Street Samurai’s verbal duel with Artificer mirrors the “I only attack” style of neophyte players. Sure you came up with a clever solution. But if that solution fails to get results, you can’t just keep trying the same thing over and over again. You’ve got to introduce another variable.

This mess is on my mind on account of my current binge of Jojo’s Bizarre Adventure. The combat in that show is all about creativity, unexpected vectors of attack, and novel uses of familiar abilities. It’s when you stop trying new stuff that you lose.

In other words, some monkeywrenching jerk named Dungeon Master is always there to screw up your well-laid plans. That makes Plan B-Z every bit as important as Plan A. Or in more concrete terms, it doesn’t matter how many hacking rolls Street Samurai aces or how many resources Artificer pulls out of her cargo hold. Neither can win the duel when the victory condition just wandered off into the sunset.

So for today’s discussion, why don’t we talk about backup plans? When have you watched your brilliant strategy fall apart? How did the team adapt? And what Gordian Knot did you manage to slice apart? Tell us your tale of furious improvisation and adapting on the fly down in the comments!


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