Image by Scott Georges
LOW SIGNAL- Find a runaway virtualoso and decide their fate!!!
LOW SIGNAL A corporate-made pop icon is trying to vanish. Their bosses want 'em back on tour—on-script, on-brand, and under control!
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LANGUAGE
EXPERIENCE
AGE
$5.00
/ Session
Details
Weekly / Friday - 1:00 AM UTC
Session Duration / 2–3 hours
Campaign Length / 2–3 Sessions
0 / 5 Seats Filled
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About the adventure
LOW SIGNAL Dimm City is a neon-soaked pocket-dimension where biotech, weird magic, and corporate power plays shape everyday life. In this Dream, a megacorp’s biggest pop icon has gone missing. He is tired of being a product and wants out. His handlers want him back on stage and under contract. You are the crew hired to find him and decide how this story ends. This is a high-energy mix of street combat, espionage, and intrigue. You might be fighting corporate security in rain-slick alleys, forging fake tour data to fool marketing AIs, or negotiating with fan cults who think their idol belongs to them. Your choices matter. You can protect the runaway star, cash in by returning him, or twist the situation to your own advantage. The tone is gritty but stylish, with room for humor, drama, and wild ideas. The system is fast and beginner-friendly, using a single d20 and focusing on creative problem-solving/shared narrative over rules mastery. New players are welcome. If you like cyberpunk vibes, strange characters, and stories about identity versus control, you will fit right in. We have four seats at the table that will be joining two of our community members. Bring an augmented monstrous character, a willingness to make bold choices, and a taste for neon chaos. The city is watching. What kind of legend (or stain on the street) will you leave behind?!
Game style
Sandbox / Open World
Rules as Written (RaW)
Game themes
Meet the Game Master
About me
I've been running D&D games since I first cut my teeth on 2E AD&D in 1992. I love running homebrew worlds, but the Realms are my forever setting. I've run every version of the system along with Savage Worlds, CoC, FFG Star Wars: Edge of the Empire, and my own Dimm City RPG. Dimm City is a surreal, creaturepunk metropolis on the brink of civil war. It’s a place where magic meets technology, where anthropomorphic spores, aliens, and cyborgs walk the neon-lit streets. Every choice a player makes ripples through the city, altering the fate of entire districts. The game emphasizes player agency, gritty realism, and a dynamic open-world experience, allowing Dream Masters and dreamers alike to shape the world as they see fit. It’s a sandbox where the mundane and the mystical collide in strange and wonderful ways. I can run modules, but they'll be a bit different than the version as written. I really love creating adventures based on character backstories, new and different magical items, and memorable monsters and villains that have my groups talking about their defeat decades later. Join the party together or bring your own and let's slay!
View Profile →Character creation
Creating your character
We’ll run a free session zero for creating characters.
What to expect
Preparing for the session
Please read the information provided pre-session zero and have a working grasp of the rules. Walking in knowing nothing isn’t great, but if task paralysis gets a hold of you, it’ll probably be ok.
What TPKDM brings to the table
In a TPKDM dream, Dimm City is not the backdrop. It is a living pressure cooker. The city pushes back, watches, remembers, and sometimes bites first. TPKDM doesn’t shepherd Dreamers through a story. He drops them into a situation already in motion and asks what they do when the heat turns up. Factions have plans. Gangs have grudges. Corpos have leverage. If the crew stalls, the world does not. Prep is about tension, not plots. Who wants what. Who is desperate. Who is lying. From there, dreams find shape. A simple job can spiral into district-wide fallout. A mercy today can become a liability next session. A bad call can echo for a longwhile. Failure is fuel at this table. A miss does not mean nothing happens. It means something worse, stranger, or more complicated happens. Heat rises. Clocks tick. Enemies learn. The crew adapts or gets chewed apart. The tone straddles gutter-grit danger and silicon-slick intrigue, with CREATUREPUNK pumping through its veins. One moment you are negotiating with a fungal mafia accountant, the next you are sprinting from a biotech horror through a rain-slick blackmarket quad. Humor exists, but the stakes are real. Violence is fast. Consequences linger. Mechanically, TPKDM runs lean and decisive. Rolls happen when outcomes matter. Lucid and Surreal states are treated as narrative signals as much as mechanics. AP pressure is real, resources matter, and choices carry weight. Most importantly, Dreamers are co-conspirators. Clever play, bold risks, and lateral thinking are rewarded. If a plan is wild but grounded in the narrative, it flies. If it changes the city, even better. In a TPKDM dream, you are not being told a story. The dream reacts to you and your actions and ideas make it real. Survive it. Shape it. Or get swallowed by it…
Homebrew rules
Quest is the clean fantasy blueprint. Dimm City RPG is that blueprint twisted into CREATUREPUNK. Instead of heroes and kingdoms, you get monsters, augments, and a living city that eats the weak and belches their names. Stories focus on surviving the daily grind, savage faction politics, and consequences, not noble quests. Both are rules-light and run on a single d20, but Lucid vs Surreal states (Roll a 20, get two rolls on your next/Roll a 1, the same but the lower goes) change the weight of rolls, and abilities in Dimm City are a far cry from those in Quest. Specialties show the shift in tone. Where Quest has familiar roles like fighters, mages, and rogues, Dimm City has Streetwardens, Technosorcerers, Proxies, Gutterdruids, and other city-forged paths. They fill similar niches, but with a Creaturepunk spin. Quest is about adventure. Dimm City is about survival, choice, and the same simple mechanics and spirit, rewired for a city that breaks necks, slings hex, and hacks decks. That’s CREATUREPUNK!
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How TPKDM creates a safe table
I’m an old-school gamer, but understand and appreciate the current climate of TTRPG hobbyists. In session zero, you can be upfront about any problems with particular content when we’re talking or DM me after about your concerns. As far as player safety, I prefer to have players create that amongst themselves as opposed to creating those rules. I will follow and abide by whatever the players create and advocate for individuals if necessary. I believe everyone giving up 2-3 hours of their week to play a game like this are owed a good time. If something is getting in the way of that requirement, I’m the front line of responsibility to resolve the issue.
Content warnings
Safety tools used