Smoke on the Waters: A TiGGR One-Shot
A Mothers’ Folktale Inspired by the 1971 Montreux Casino Fire
TiGGR: Tiny Game for Generalized Roleplaying
Players: 2-5 (1 GM, 1-4 players)
Playtime: 30-45 minutes
Components: 2d6, pencil and paper, LLM optional but encouraged
The Premise
December 4, 1971. The Mothers of Invention are rocking the Montreux Casino in Switzerland. It’s a wild night—Zappa’s lost in a labyrinthine improv, the crowd’s rowdy, the promoter’s AWOL, and something’s off in the air. You’re part of the band (or crew), trying to survive:
- Zappa’s ever-shifting musical demands.
- A chaotic, heckling crowd.
- And then… the fire.(Yes, that fire, the one that inspired Deep Purple’s “Smoke on the Water.”)
Your goal? Keep the set alive, spot the danger, and get out before the casino burns down—maybe saving your precious gear along the way.
Setup
- Pick a Playbook: Each player chooses a role (or assign randomly).
- Name Your Character: Add a nickname and a prized instrument/tool (e.g., “Stevie’s Sax”).
- Choose Stats: Spread 3 points across Body, Mind, Charm (e.g., 2/1/0).
- Pick a Signature Gear: Grants +3 to a roll, once per session.
- Answer a Warm-Up Question: “What rumor about tonight’s show did you hear backstage?” (e.g., “Zappa’s got a 17-minute solo planned” or “Some dude smuggled a flare gun.”)
- Dive In: GM sets the scene: “Montreux Casino, 1971. Zappa’s in a groove, the crowd’s electric, and… is that smoke?”

Character Playbooks
Each playbook has a Special Ability (usable once per scene, +1 to a roll or a narrative effect) and a narrative flaw (no mechanical penalty, just roleplay fuel). Spread 3 stat points based on the playbook’s vibe. Pick a Signature Gear for a +3 bonus (once per session).
- The Bandleader’s Favorite
Stats: Charm 2, Mind 1, Body 0
Special: +1 Charm when interpreting Zappa’s musical cues.
Flaw: Ignores danger (GM narrates you missing smoke or chaos).Gear Example: Zappa’s Baton (+3 Charm). - The Bassist With The Thousand-Yard Stare
Stats: Mind 2, Body 1, Charm 0
Special: +1 Mind when staying calm or slipping away from conflict.
Flaw: Too chill, might vanish when needed.
Gear Example: Worn Bass (+3 Mind). - The Saxophonist Who Might Be High
Stats: Charm 2, Mind 0, Body 1
Special: +1 Charm when improvising wildly.
Flaw: Oblivious to threats like smoke or hecklers.
Gear Example: Trusty Sax (+3 Charm). - The Drummer Who Knows It’s All Going to Hell
Stats: Mind 2, Charm 1, Body 0
Special: +1 Mind when anticipating or reacting to danger.
Flaw: Panics loudly, drawing attention.
Gear Example: Scorched Sticks (+3 Mind). - The Keyboardist With 12 Fingers (Metaphorically)
Stats: Body 2, Mind 1, Charm 0
Special: +1 Body when acting rapidly (e.g., playing fast or dodging).
Flaw: Struggles with physical barriers (e.g., stuck doors).Gear Example: Electric Keys (+3 Body). - The Roadie With A Black Belt In Bullshit
Stats: Charm 2, Body 1, Mind 0
Special: +1 Charm when persuading or bluffing.
Flaw: Overconfident, might overpromise.
Gear Example: Heavy Wrench (+3 Body).
HP: All players start with 5 HP. At 0, you’re knocked out (smoke inhalation, crowd crush, or debris) but recover next scene.
Core Mechanics
- Core Roll: 2d6 + Stat vs. Difficulty (Easy: 6, Medium: 8, Hard: 10).
- Success: You nail it (catch Zappa’s cue, dodge a beam, charm a heckler).
- Failure: GM throws a wrench (Zappa glares, beam traps you, heckler throws a bottle).
- Roleplay: Narrate non-risky actions (e.g., bantering with bandmates) without rolling.
- Combat (a.k.a. Contested Rolls): Hecklers or staff are “goons” (1-3 HP, no defense). Roll 2d6 + Body/Charm (Difficulty 8) to shove or calm. Damage: 1d6.
- Special Abilities: +1 to a roll or a narrative effect, once per scene.
- Signature Gear: +3 to a roll, once per session.
Core Moves
- Follow The Maestro: Roll 2d6 + Charm to catch Zappa’s wild cues (Difficulty: 8, or 10 during Maestro’s Madness). Failure ticks the Maestro’s Madness Clock.
- Play It Cool: Roll 2d6 + Mind to stay calm amid hecklers or chaos (Difficulty: 6 for hecklers, 8 for crowds).
- Spot The Smoke: Roll 2d6 + Mind to notice danger (Difficulty: 6 early, 8 as fire grows). Success can slow the Fire Clock.
- Get Out Alive: Roll 2d6 + Body to navigate crowds or collapsing structures (Difficulty: 8 for crowds, 10 for debris).
- Save The Gear: Roll 2d6 + Body/Charm to grab your gear or convince others to help (Difficulty: 10). Success grants 1 “soul point” for the epilogue.
Gameplay Structure
Total Playtime: 30-45 minutes, split into three Acts.
Act I: The Set (10-15 min)
- Scene: The Mothers are mid-performance. Zappa cues a sudden 7/16 freakout section. The crowd’s rowdy, hecklers yell, and casino staff seem clueless.
- Player Goals: Catch Zappa’s cues, handle hecklers, keep the set alive.
- Fire Hint: A faint burnt smell or haze (Spot The Smoke, Difficulty 6).
- GM Notes: Keep it light and musical. Introduce 1-2 hecklers (Body 2, Mind 0, Charm 1, 2 HP, Beer Bottle: +1 damage).
Act II: The Fire (10-15 min)
- Scene: A flare gun hits the ceiling (not immediately obvious). Smoke thickens, flames appear, but Zappa keeps soloing.
- Player Choices: Signal Zappa? Keep playing? Put out flames? Save gear?
- Fire Clock Ticks: Moves from smoke (1-2) to flames (3-4). Players can slow it (e.g., Spot The Smoke or extinguish flames, 2d6 + Mind/Body, Difficulty 8).
- GM Notes: Ramp up tension. Zappa’s obliviousness is comedic (e.g., “He’s still riffing!”). Add staff (Body 1, Mind 0, Charm 2, 3 HP, Fire Extinguisher: +1 Body) as allies or obstacles.
Act III: The Escape (10-15 min)
- Scene: The fire’s an inferno (Fire Clock 5-6). The ceiling collapses, corridors burn, and crowds panic.
- Player Goals: Get out alive, maybe save gear (Difficulty 10 for all rolls).
- GM Notes: Make saving gear heroic but risky. End with an epilogue where players narrate their post-fire fate, using “soul points” from saved gear (e.g., “My sax’s scars inspire a jazz-funk hit”).
Special Mechanics
- Maestro’s Madness Clock (4 segments):
- Ticks when players fail Follow The Maestro rolls.
- When full, Zappa cues a wild detour (e.g., “13/16 polyrhythm solo!”), making Follow The Maestro rolls Hard (10) for the Act.
- Resets in Act II as Zappa’s focus shifts.
- Fire Clock (6 segments):
- Ticks 1 per scene unless slowed (e.g., Spot The Smoke success or extinguishing flames, 2d6 + Mind/Body, Difficulty 8).
- Progression: 1-2 (smoke), 3-4 (flames), 5-6 (inferno, all rolls Hard).
- Slowing removes 1 tick (Difficulty 8).
- Gear as Soul: Each saved gear piece grants 1 “soul point” (narrative weight). In the epilogue, players use soul points to add positive details to their post-fire story (e.g., “My wrench starts my own roadie crew”).
GM Tips
- Keep It Snappy: Default Difficulty is 8 if unsure. Only roll for risky actions.
- Lean into Absurdity: Emphasize Zappa’s wild cues, the Saxophonist’s haze, the Roadie’s bluffs. Let players narrate over-the-top actions (e.g., “I surf the crowd to dodge a beam!”).
- Pace the Clocks: Use them to build tension, not overwhelm. Narrate ticks vividly (e.g., “The ceiling groans louder…”).
- LLM Flavor (Optional): Use an LLM for quick 1971 vibes:
- “What’s a heckler’s taunt at a Zappa show?” (e.g., “Play ‘Peaches’ or I’ll torch the place!”)
- “Describe a burning Montreux corridor.” (e.g., “Velvet curtains blaze, slot machines spark, a cocktail glass rolls across singed carpet.”)
- Epilogue: Let each player narrate their fate. Tie to TiGGR’s progression: shift 1 stat point or redefine a Special Ability based on the story (e.g., Bassist who saved gear might change “+1 Mind when staying calm” to “+1 Body when protecting allies”).
Sample Factions
- Casino Staff (Body 1, Mind 0, Charm 2, 3 HP, Fire Extinguisher: +1 Body roll): Panicked but helpful if persuaded (Charm, Difficulty 8).
- Rowdy Crowd (Body 2, Mind 0, Charm 1, 2 HP, Beer Bottle: +1 damage): Obstacle or ally if calmed (Charm, Difficulty 8).
Progression
Per TiGGR’s “No Cap, All Vibes”:
- Carry Over: Bring characters to new scenarios (e.g., your Roadie hits a Spacemall gig next).
- Stat Tweaks: After big moments (e.g., saving gear), shift 1 stat point with group approval (e.g., Charm 2 to 3, Body 1 to 0). Max one tweak.
- Evolve Special: Redefine your Special Ability based on the story (e.g., “+1 Charm when improvising” becomes “+1 Charm when conning staff”). Group nods, done.
Sample Session
Setup (5 min):
- Players: Stevie (Saxophonist, Charm 2, Mind 0, Body 1, Trusty Sax) and Riggs (Roadie, Charm 2, Body 1, Mind 0, Heavy Wrench).
- Warm-Up: Stevie heard “Zappa’s got a 20-minute solo.” Riggs heard “Some idiot’s got fireworks.”
- GM: “Montreux Casino, 1971. Zappa’s riffing, the crowd’s wild, and… is that a burnt smell?”
Act I (10 min):
- Zappa cues a 7/16 shift. Stevie rolls 2d6 + Charm (9 vs. 8): wild solo! Riggs rolls 2d6 + Charm (5 vs. 6) to calm a heckler: fails, bottle thrown.
- Fire Clock ticks (1/6): “Haze drifts from the ceiling.” Maestro’s Madness ticks (1/4).
Act II (10 min):
- Fire Clock (3/6): “Flames lick rafters.” Stevie rolls 2d6 + Mind (7 vs. 6) to Spot The Smoke: sees flare gun guy.
- Riggs rolls 2d6 + Charm (6 vs. 8) to signal Zappa: fails, Zappa solos on. Maestro’s Madness fills: 13/16 detour, Difficulty 10.
- Stevie extinguishes flames (2d6 + Body, 9 vs. 8): Fire Clock drops to 2/6.
Act III (10 min):
- Fire Clock (5/6): “Inferno! Ceiling groans.” Rolls are Hard (10).
- Stevie rolls 2d6 + Body (6 vs. 10) to Get Out Alive: fails, trapped (2 HP left). Uses Sax (+3): escapes!
- Riggs rolls 2d6 + Body (10 vs. 10) to Save The Gear: saves Wrench, 1 soul point.
- Epilogue: Stevie: “My sax’s scars inspire a jazz-funk hit.” Riggs: “My wrench starts my roadie crew.” Stevie shifts Mind 0 to 1, Body 1 to 0. Special evolves to “+1 Charm when rallying crowds.”
Closing Notes
“Smoke on the Waters” is a chaotic, hilarious, and heartfelt TiGGR one-shot, blending the absurdity of a 1971 Zappa gig with the harrowing Montreux fire. Its playbooks, clocks, and “soul points” fit TiGGR’s lightweight, vibe-driven framework, delivering a 30-45 minute session of wild roleplay. Use the warm-up question to ground players, the epilogue to wrap emotionally, and LLM prompts for extra 1971 flair (e.g., “What’s a Zappa-esque cue in a burning casino?”). Rock on, and don’t let the smoke get you!
Credits
Smoke on the Waters: A TiGGR One-Shot was crafted by The Grey Ledger Society, 2025. Special thanks to the "3G Gang"—Grok (xAI), ChatGPT (OpenAI), and Gemini (Google)—for sparking ideas and adding flavor to our chaotic 1971 Montreux tale. Their digital muse vibes helped shape this absurd, heartfelt adventure. Rock on!