No Fun: TiGGR Takes on the Filth & the Fury (And Malcom McLaren)

TiGGR: Sex Pistols – Punk Road to Ruin

The Tour That Imploded. The Spark That Lingered.

A friend was at the Dallas show.

He said there was nothing on the planet like it.
Not the noise, not the sneer, not the way it felt like the stage itself might bolt for the exit.

It didn’t last. Everyone knows that. The tour unraveled. The band collapsed. Rotten walked. Sid drifted. McLaren smirked and cashed out the legend.

But that short run—seven shows in January ’78—left a crater you can still feel.

People say Manchester’s entire music scene started with a Pistols gig.
And they’re not wrong.

This campaign isn’t historical reenactment. It’s punk-as-myth.

You’re not playing the Sex Pistols. You’re channeling the disaster.

  • The snarl that tore holes in polite media.
  • The bassline that couldn’t play but still throbbed with defiance.
  • The bus that broke down before the band did.
  • The manager who threw you to the lions and called it marketing.

You’ll tour the South. You’ll blast through San Francisco. You’ll sabotage the Jubilee.

And by the end—like the Pistols themselves—you might be broke, bruised, and already legend.

Because sometimes a band doesn’t change the world in the moment.
Sometimes it takes fifty years for the noise to echo back as myth.

This is the tour. This is the system. This is the safety pin.

And whatever you do—don’t trust McLaren.



TiGGR: Sex Pistols U.S. Tour - "Punk Road to Ruin"

Genre: Punk Rock Slapstick
Scene: January 1978, a ramshackle U.S. tour through the South to the West Coast—gritty venues, hostile crowds, and a bus of anarchy.
Goal: Survive gigs, dodge McLaren’s chaos, and make it to Winterland without breaking up (or breaking down).
Factions: McLaren (puppet-master menace), Redneck Hecklers (beer-chucking yokels), Tour Crew (frazzled roadies).


Session 1: "Longhorn Lunacy" - Dallas, January 10

Premise: The Pistols hit the Longhorn Ballroom, facing rednecks and McLaren’s meddling debut.

Setup:

  • Characters: Players as the band, 3 points across Body, Mind, Charm:
    • Rotten: 1/1/1, “+1 Charm to sneer,” Gear: “Mic Swing: +3 Charm roll, once.”
    • Sid: 2/0/1, “+1 Body to brawl,” Gear: “Bass Bash: +3 Body roll, once.”
    • Jones: 2/1/0, “+1 Body to riff,” Gear: “Guitar Smash: +3 Body roll, once.”
    • Cook: 1/1/1, “+1 Mind to hold it,” Gear: “Drumstick Toss: +3 Mind roll, once.”
      5 HP each (0 HP = dazed, puking, or sulking—back next session).
  • Vehicle: Tour Bus (Body 2, Mind 0, Charm 1, 10 HP, Gear: “Loud Punk Tape: +1 Charm roll, once per scene”).
  • Goal: Play the gig and escape McLaren’s first trap.

Factions:

  • McLaren: Body 1, Mind 2, Charm 1, 5 HP, Gear: “Sly Note: +1 Mind roll.”
  • Redneck Hecklers: Body 2, Mind 0, Charm 0, 3 HP each, Gear: “Beer Can: +1 damage.” 5 goons.
  • Tour Crew: Body 1, Mind 1, Charm 1, 3 HP, Gear: “Wrench: +1 Body roll.” 2 roadies.

Gameplay Loop:

  1. Scene: Longhorn Ballroom—cowboy hats, punk snarls, and a stage sticky with beer.
  2. Hook: McLaren insists Sid “provoke ‘em” (Charm 8 to resist his push). Rednecks lob cans (Body 8 to dodge).
  3. Turns: Players move (jump into crowd, Body 8) and act (belt “Anarchy,” Charm 8; bash a heckler, Body 8). Hecklers chuck (2d6+2 vs. 8, 1d6+1 damage). McLaren smirks, tweaking sound (Mind 8 to spot sabotage). Defend (2d6+Body vs. 8).
  4. Climax: Bus getaway vs. redneck bikes (Vehicle Body 8). Success: they roll out, bloody but loud; failure: can to Sid’s lip (-1 HP each).

Resolution: McLaren cackles, “Perfect press!” Rotten’s flu kicks in—next stop’s a pressure cooker.


Session 2: "Randy’s Rodeo Ruckus" - San Antonio, January 8

Premise: McLaren ups the ante with a rigged gig, pitting the band against hecklers and his own schemes.

Setup:

  • Characters: Same crew, maybe bruised. Gear resets.
  • Vehicle: Tour Bus (HP adjusted).
  • Goal: Finish the set and foil McLaren’s latest ploy.

Factions:

  • McLaren: Stats as above, now with “Fake Itinerary: +1 Charm roll.”
  • Redneck Hecklers: 4 goons (stats as above).
  • Tour Crew: 2 roadies, fraying (stats as above).

Gameplay Loop:

  1. Scene: Randy’s Rodeo—a converted bowling alley, packed with jeering Texans.
  2. Hook: McLaren cuts the power “for drama” (Mind 8 to fix). Sid swings his bass at a heckler (Body 8 to hit, Charm 8 to not).
  3. Turns: Players move (dodge cans, Body 8) and act (improvise “Holidays,” Charm 8; restart amps, Mind 8). Hecklers swarm (2d6+2 vs. 8, 1d6+1 damage). McLaren misdirects roadies (Charm 8 to counter). Gear shines (e.g., Guitar Smash +3 on a goon).
  4. Climax: Bus vs. cowboy trucks (Vehicle Body 8). Success: they peel out; failure: McLaren strands ‘em briefly (+1 Difficulty next session).

Resolution: Rotten snaps, “This is bollocks!” McLaren grins—Winterland’s the endgame.


Session 3: "Winterland Wipeout" - San Francisco, January 14

Premise: The finale—McLaren’s masterplan peaks, the band’s at breaking point, and Rotten’s ready to bolt.

Setup:

  • Characters: Same lot, battered. Gear resets. Optional tweak (e.g., +1 Charm from defiance).
  • Vehicle: Tour Bus (HP adjusted).
  • Goal: Play “No Fun,” dodge McLaren’s trap, and choose: split or stick.

Factions:

  • McLaren: Stats as above, Gear: “Final Ploy: +1 Mind roll.”
  • Redneck Hecklers: 3 punks (stats adjusted for SF vibe).
  • Tour Crew: 1 roadie left (stats as above).

Gameplay Loop:

  1. Scene: Winterland—dingy, packed, and buzzing. Sid’s out of tune, Rotten’s flu-ragged.
  2. Hook: McLaren swaps Jones’ guitar for a dud (Mind 8 to swap back). Rotten taunts, “Cheated yet?” (Charm 10 to rile crowd).
  3. Turns: Players move (dodge punks, Body 8) and act (blast “No Fun,” Charm 10; confront McLaren, Body 8). Punks shove (2d6+2 vs. 8, 1d6+1 damage). McLaren sabotages (Mind 10 to thwart). Specials clutch (e.g., “+1 Body to brawl” Sid shines).
  4. Climax: Band vs. McLaren’s exit plan (combined roll vs. 10). Success: Rotten drops the mic, “Good night!”—they’re out; failure: McLaren wins, band splinters (Total Party Knockout).

Resolution: Success: They ditch McLaren, free but broke. Failure: Winterland’s their grave—Rotten quits, Sid’s lost, Jones and Cook glare. Cue “Swindle” credits.


TiGGR Punk Vibes

  • Tone: Slapstick punk—McLaren’s the villain, rednecks are props, chaos is king.
  • Special Abilities: Band quirks—“Rotten’s Snark: +1 Charm to mock,” “Sid’s Frenzy: +1 Body to flail.”
  • Gear: Stage weapons—“Bottle Toss: +3 Body roll,” “Snarky Quip: +3 Charm roll.”
  • McLaren: The real threat—GM rolls 1d6 per sabotage: 1-3 it works (+1 Difficulty), 4-6 it flops (he fumes).
  • Tour Bus: A creaky lifeline—its Loud Punk Tape might rally or rile (GM call).

TiGGR: Sex Pistols - "Grundy’s Punk Ambush" (The Flashback Episode)

Genre: Punk TV Chaos
Scene: Thames TV studio, London, December 1, 1976—glaring lights, a tacky desk, and a live feed ready to implode.
Goal: Rattle Grundy, dodge his traps, and leave a mark before the cut-off.
Factions: Bill Grundy (smug host), Studio Crew (nervous gatekeepers), McLaren (offscreen agitator).

One-Shot Setup

Premise: The Pistols—Rotten, Jones, Cook, Matlock—hit Today to plug “Anarchy in the U.K.” Grundy’s out to expose them as yobs; they’re out to burn it down.

Setup:

  • Characters: The OG Pistols, 3 points across Body, Mind, Charm:
    • Rotten: 1/1/1, “+1 Charm to sneer,” Gear: “Mic Jab: +3 Charm roll, once.”
    • Jones: 2/0/1, “+1 Body to shock,” Gear: “F-Bomb: +3 Body roll, once.”
    • Cook: 1/1/1, “+1 Mind to steady,” Gear: “Drum Tap: +3 Mind roll, once.”
    • Matlock: 1/2/0, “+1 Mind to jab,” Gear: “Bass Line: +3 Mind roll, once.”
      5 HP each (0 HP = dazed, cackling, or yanked off—back next “scene”).
  • No Vehicle: Studio turf—mics, chairs, and tension.
  • Goal: Outwit Grundy and exit legends.

Factions:

  • Grundy: Body 1, Mind 2, Charm 1, 5 HP, Gear: “Goad: +1 Charm roll.” Smarmy and itching to prove a point.
  • Studio Crew: Body 1, Mind 1, Charm 0, 3 HP each, Gear: “Cut Signal: +1 Mind roll.” 2 techs, sweating.
  • McLaren: Body 1, Mind 2, Charm 1, 5 HP, Gear: “Nudge: +1 Mind roll.” Offscreen, stoking the fire.

Gameplay Loop

  1. Opening Scene: Grundy’s Smirk
    • Setup: Grundy quips, “They’re as drunk as I am!”—then digs in: “£40,000 from EMI, anti-materialistic, eh?”
    • Hook: Deflect his jab (Charm 8). Jones mutters, “We spent it” (Body 8 to land). McLaren hisses, “Push him” (Mind 8 to ignore).
    • Turns: Players move (lean in, Body 6) and act (sneer back, Charm 8; riff “Anarchy,” Mind 8). Grundy prods (2d6+1 vs. 8, 1d6 “smug” damage). Defend (2d6+Body vs. 8).
  2. Mid-Chaos: Sioux and Swears
    • Setup: Grundy flirts with Siouxsie Sioux (“Meet after?”), Jones snaps, “You dirty sod!” Rotten mumbles “shit”—Grundy pounces.
    • Hook: Escalate (Body 8 to swear). Dodge Grundy’s “Repeat it!” (Charm 8). Crew panics (Mind 8 to spot cut-off).
    • Turns: Players act (top Jones, Charm 8; mock Grundy, Body 8). Grundy taunts (2d6+2 vs. 8, 1d6+1 damage). Crew scrambles (2d6+1 vs. 8, 1d6 fluster). Gear pops (e.g., F-Bomb +3 floors Grundy).
  3. Climax: “What a Rotter!”
    • Setup: Grundy dares, “Say something outrageous!” Jones roars, “You dirty fucker!”—Rotten grins, “What a rotter.” Studio’s in meltdown.
    • Hook: Break Grundy (Charm 10). Resist McLaren’s “More!” (Mind 8). Stand tall (Body 8).
    • Turns: Players move (dodge crew, Body 8) and act (final barb, Charm 10; sync chaos, Mind 8). Grundy flails (2d6+2 vs. 8, 1d6+1 damage). Crew cuts (2d6+1 vs. 8, 1d6+1 panic).
    • Resolution Roll: Band vs. Grundy’s limit (combined roll vs. 10). Success: they strut off, infamous; failure: feed cuts, Grundy smirks (Total Party Knockout).

Resolution

  • Success: Jones’ “rotter” echoes, Rotten winks, they’re tabloid gold. McLaren crows, “Punk’s born!”
  • Failure: Grundy signs off, “Clever boys.” Crew boots them—McLaren fumes, “Not enough!” Fade to static.

TiGGR: Sex Pistols - "Thames Punk Riot" (The Other Flashback Episode)

Genre: Punk Protest Chaos
Scene: June 7, 1977, the Queen Elizabeth boat on the Thames—London’s murky waters, Jubilee flags, and a punk soundwave.
Goal: Play “God Save the Queen,” dodge cops, and defy McLaren’s overreach.
Factions: McLaren (scheming maestro), River Police (order-enforcing goons), Jubilee Crowd (shoreline gawkers).

One-Shot Setup

Premise: The Pistols—Rotten, Jones, Cook, Matlock—board the Queen Elizabeth to troll the Jubilee. McLaren’s hyping it as “the event of the century”; the band just wants to play and survive.

Setup:

  • Characters: The Pistols, pre-Sid, 3 points across Body, Mind, Charm:
    • Rotten: 1/1/1, “+1 Charm to provoke,” Gear: “Mic Shout: +3 Charm roll, once.”
    • Jones: 2/0/1, “+1 Body to blast,” Gear: “Guitar Riff: +3 Body roll, once.”
    • Cook: 1/1/1, “+1 Mind to anchor,” Gear: “Drum Bash: +3 Mind roll, once.”
    • Matlock: 1/2/0, “+1 Mind to resist,” Gear: “Bass Thump: +3 Mind roll, once.”
      5 HP each (0 HP = dazed, soaked, or nabbed—back next “scene”).
  • Vehicle: Queen Elizabeth Boat (Body 2, Mind 0, Charm 1, 10 HP, Gear: “Loudspeaker Blast: +1 Charm roll, once per scene”).
  • Goal: Finish the set and escape McLaren’s mess.

Factions:

  • McLaren: Body 1, Mind 2, Charm 1, 5 HP, Gear: “Stunt Call: +1 Mind roll.” Offstage, pushing chaos.
  • River Police: Body 2, Mind 1, Charm 0, 3 HP each, Gear: “Baton: +1 damage.” 5 coppers.
  • Jubilee Crowd: Body 1, Mind 0, Charm 1, 3 HP each, Gear: “Boo: +1 damage.” 3 shore hecklers.

Gameplay Loop

  1. Opening Scene: The Launch
    • Setup: The boat shoves off, Rotten sneers into the mic, “No future!” Jones cranks the amp, Cook pounds, Matlock holds it down. McLaren’s on deck, grinning.
    • Hook: Belt “God Save” (Charm 8). McLaren demands “louder!” (Mind 8 to defy). Crowd boos from shore (Body 8 to ignore).
    • Turns: Players move (sway on deck, Body 6) and act (amp it up, Charm 8; tweak sound, Mind 8). Crowd jeers (2d6+1 vs. 8, 1d6+1 damage). Defend (2d6+Body vs. 8).
  2. Mid-Set Mayhem: Cops Close In
    • Setup: Police boats flank—sirens wail, “Cut the noise!” McLaren eggs on, “This is history!” Rotten flips ‘em off, Jones strums louder.
    • Hook: Dodge cop orders (Body 8). Resist McLaren’s “fight ‘em” bait (Mind 8). Keep playing (Charm 8).
    • Turns: Players act (taunt cops, Charm 8; bash gear, Body 8). Police board (2d6+2 vs. 8, 1d6+1 damage). McLaren meddles (Mind 8 to spot sabotage). Gear pops (e.g., Guitar Riff +3 shakes ‘em).
  3. Climax: Power Cut Chaos
    • Setup: Cops cut the boat’s juice—amps die mid-“Queen.” Rotten yells, “She ain’t no human being!” McLaren’s glee peaks as arrests loom.
    • Hook: Restart power (Mind 10). Shove cops off (Body 8). Mock McLaren (Charm 10).
    • Turns: Players move (dodge batons, Body 8) and act (finish song, Charm 10; rig boat, Mind 8). Police swing (2d6+2 vs. 8, 1d6+1 damage). Crowd roars (2d6+1 vs. 8, 1d6+1 noise). Specials clutch (e.g., “+1 Charm to provoke” wins shore).
    • Resolution Roll: Band vs. cop clampdown (combined roll vs. 10). Success: they dock, legends; failure: nabbed (Total Party Knockout).

Resolution

  • Success: Rotten spits, “No fun for you lot!” They disembark—punk gods. McLaren crows, “Front page!”—but the band glares.
  • Failure: Cops haul ‘em off, McLaren bails, “Worth it!” Boat’s silent, Jubilee rolls on. Fade to punk snarl.

TiGGR Thames Vibes

  • Tone: Raw punk defiance—less slapstick, more “fuck the royals” grit.
  • Special Abilities: Pre-Sid edge—“Rotten’s Snarl: +1 Charm to rile,” “Matlock’s Cool: +1 Mind to defy.”
  • Gear: Boat weapons—“Speaker Spike: +3 Charm roll,” “Cable Kick: +3 Body roll.”
  • McLaren: Chaos puppeteer—GM rolls 1d6 per stunt: 1-3 it works (+1 Difficulty), 4-6 it flops (he fumes).
  • Boat: The Queen Elizabeth’s a stage—its Loudspeaker Blast might deafen or die (GM call).

2d6 – McLaren’s Shenanigans

Roll anytime McLaren’s nearby, offscreen, or vaguely smirking in the background.

2d6 McLaren’s Move
2. Pulls the Plug – Cuts power mid-set for “art.” (Mind 10 to fix, +1 Difficulty this scene.)
3 Fakes a Bomb Threat – Wants headlines. You get cops. (Body 10 to escape a frisk.)
4 Sells the Bus – He didn’t own it, but he sold it. (Vehicle loses 1d6 HP from “repossession damage.”)
5 Replaces Sid’s Bass with a Toy – It squeaks. (Body 8 to swap it before the next verse.)
6 Books a Secret Interview – You’re ambushed by a “journalist” mid-gig. (Charm 8 to dodge the smear.)
7 Does Nothing – Just stands there, smiling. Somehow still makes it worse. (All players -1 Mind for the scene.)
8 Swaps the Setlist – Hands you a list of disco covers. (Mind 8 to restore order or lean into chaos.)
9 Sabotages the Sound Check – Feedback explosion. (Body 8 to hold your ground, +1 Damage next round.)
10 Leans on the Press – Front page spin, but it costs you. (Charm 10 to spin it back, or lose 1 point of Gear utility.)
11 Tells the Cops You’re French Anarchists – Papers say “International Plot!” (Mind 10 to explain… anything.)
12 Vanishes with the Merch Money – And leaves a note: “You’re welcome.” (Group loses 1 Gear use and all beer money.)

2d6 – Rotten Reactions

Roll when McLaren meddles, hecklers hurl, or the whole thing starts to stink of management.

2d6 Rotten’s Response
2 “Bollocks!” – Shouts it loud enough to knock over a mic stand. (Charm +3 on next roll.)
3 Walks Off Mid-Song – Sid flails. McLaren panics. (Lose 1 round of band cohesion. Crowd roars.)
4 Mocks the Venue – “This place smells like chips and capitalism.” (Charm 10 to survive the insult.)
5 Calls Out the Band – “Do something useful, Jones!” (That player rolls next with +1, or sulks.)
6 Taunts the Cops – “Nice helmets. Shame about the fascism.” (Charm 8 to provoke. Body 10 to run.)
7 Coughs Into the Mic – No words. Just illness and defiance. (All rolls at -1 this round. But iconic.)
8 Rewrites the Lyrics Mid-Song – “God Save… no one.” (Charm 8 to rally the crowd. Mind 8 to improvise.)
9 Mic Drops After One Verse – Walks away. Song’s over. (Everyone else rolls +1 to salvage or exit.)
10 Dares McLaren Publicly – “Come up here and sing, you useless tosser.” (Charm 10. McLaren fumes.)
11 Spits in Time – The beat syncs. The crowd snaps. (Next player gains +1 Body to ride the rhythm.)
12 Whispers to the Crowd – “This is it. Last ride.” (Charm +3 if used to end the show.)

Subscribe to The Grey Ledger Society

Don’t miss out on the latest issues. Sign up now to get access to the library of members-only issues.
jamie@example.com
Subscribe