This weekend, GROGMEETish (6th – 8th November) will be open for business, you’ll be able to sign up and play .
GROGMEETish is our online warm-up to the main event: a chance to get some gaming in before GROGMEET itself rolls around. It’s particularly useful for those of you who can’t make it along to the in-person event and, for those who can make it but feel that they haven’t quite squeezed enough gaming into their lives.
GROGMEETish is also a good excuse to look back at some of the artwork that has promoted GROGMEET over the years, along with some of the other slightly odd and wonderful GROGMEET fringe events that have sprung up around it.
But before we get to all that, a quick update from the last installment.
You may remember that I mentioned the incredible artist Liz Danforth, who provided the artwork for GROGMEET 2017. The original piece was actually commissioned for the GROGZINE, but Liz kindly let us use it to promote the meet-up.
And then, quite some years later, something rather remarkable happened.
Like Liz’s artwork, GROGMEET itself has moved in some strange and unexpected directions over the years.
Virtual GROGMEET, the online version that has been running in April since 2017.
What started as a way of giving people another chance to get a game in became an event in its own right. Then came the various GROGFRINGE events, which started appearing around GROGMEET weekend.
Before long, what had once been a one-day meet-up had somehow expanded into several days of gaming, chatting, drinking, plotting, reminiscing and generally finding new and inventive ways of avoiding whatever it was we were supposed to be doing.
Keep feeding the GROGMEET beast!
I love this story …
You can find more about Liz’s story over at her Patreon. I love how it features a Hob Nob and a brew. Liz has a really active Patreon with a really engaged community. If you have ever loved her art, I urge you to take a part and support her work.
One of my favourite GROGMEET images was never really a GROGMEET image, it was created by Simon Perrins for the GROGZINE, but it has proved a fan favourite.
GROGMEET is known for its occasional ‘multi-table’ events that are normally on the Friday afternoon of the event. There has been bar room brawls, Mothership Mayhem, and in the year of covid, a Mausritter extravaganza.
I love how Simon Perrins reinterpreted the characters from the original GROGMEETish design into rodent characters.
There were a couple of years of uncertainty when a face-to-face event was complimented by an online GROGMEETish event. It was extended beyond the great unpleasantless to make sure that there was a chance for everyone to take part, even if they couldn’t make the trip to the face-to-face event. Simon Perrins provided some illustrations to support the events.
GROGMOOR was a classic Barbarians of Lemuria ‘multi-table’event that ended in an hilarious catastrophe as a room full of 40 characters were exterminated by demons. The largest TPK in history? Presented by Old Scouse RolePlayer.
2000ad and Judge Dredd inspired one of the most exhausting multi-table events because it reenacted the Block War across a number of tables that were filled with energetic situations. We all needed to have a lie down afterwards.
Recently, the posters have been more homemade, the most recent one is a spin on the original GROGHEAD, taken to its unfortunate limits.
We also update the latest from the Fall of Delta Green game that we are playing.
Make sure that you support Torchbound from Nick (who inspired us to play Bunnies and Burrows in the first place). Also, make sure that also get a copy of Nevermind the Dice Rolls, which has now been going for 5 years. I like to get the download, but you can always support the Patreon.
In this episode, we head for the bunker once again and talk about RPGs and the Cold War.
In this episode we are joined by Games designer Malcolm Craig, to look at the role-playing game (RPG) The Price of Freedom, by West End Games. This is a game that created a great deal of controversy when it was released. We look at the flame war that took place in White Dwarf.
Malcolm and I met at the Rolling in the Ruins convention. The event was organised by our friends at The Breakfast in the Ruins podcast.
We are back, talking to RPG zine editor from back in the day and today, Nick Edwards
We are back … we’ve been on our holidays! July was International Zine Month and we have got into the spirit by returning to the topic. RPGzines is our focus in this episode!
Dirk and Blythy are talking in the Zoom of role-playing rambling, looking back at their Starburst Memories of July 1983 and answering questions from the GROGSQUAD.
There are some off-cuts from this episode that will be released as a Dirk’s Dossier – exclusive to Patreon supporters.
The launch of GROGMEET 2026 in Preston is a chance to reflect on the art that has made the event.
“We need to have a visual identity for the podcast,” I suggested, shortly after the realisation that people were actually listening to the podcast.
Like most of my bright ideas, this was met by Judge Blythy with a shrug.
“If it makes you feel better, then go ahead.”
Back then, The GROGNARD Files was beginning to develop into something more than two middle-aged men reminiscing about old roleplaying games. A small group was forming around the podcast and our Twitter account. People weren’t just talking about RuneQuest, Traveller and AD&D—they wanted to meet one another and actually play games.
There had already been a handful of RPG “tweet-ups” around the country, often taking place in game shops in Nottingham and elsewhere, proving that internet friendships could survive contact with reality. Encouraged by this, a few of us wondered whether Manchester might be the ideal place for something similar.
That small gathering became GROGMEET.
The first event took place at MadLab, Manchester’s wonderfully eccentric makerspace in the Northern Quarter, back when the area still felt like artists and geeks had a fighting chance of affording the rent. We had no idea we were starting something that would still be going a decade later.
The podcast artwork had been created by my friend Paddy McGrath—better known as Super Logo Boy—who had recently launched his own graphic design business. I gave him a fairly vague brief about a Games Master disappearing into different personalities while running a game.
The image became “the GROG head”, representing the Games Master’s ability to become a dragon, goblin, innkeeper and evil sorcerer, often within the same five minutes. Better still, the illustration looked exactly like something you would have painstakingly doodled on your school pencil case during double maths in 1983.
Around the artwork, Paddy lovingly recreated the look of homemade RPG fanzines, complete with Letraset typography.
The GROG face has since taken on a life of its own. Various artists have reinterpreted it over the years, each putting their own spin on the character. That’s probably a story for another blog post.
Super Logo Boy’s original art for the podcast, which we used for the first GROGMEET
As anyone who has ever self-published anything will know, every page creates three more pages of work. I imposed an utterly unrealistic deadline upon myself, fuelled by enthusiasm, tea and increasingly poor decision making, “you look like you’ve been ship-wrecked,” Blyhy said to me after a zine all-nighter.
One unexpected joy, however, was commissioning artwork.
Through the zine I had the opportunity to approach some genuine legends of the hobby, including Liz Danforth. Liz illustrated Ken St. Andre’s article on Monsters! Monsters! and, wonderfully, allowed us to use her illustration to promote GROGMEET 2017. Having artwork from someone whose illustrations I’d admired since my teens was surreal.
The Convocation of monsters created by the amazing Liz Danforth
In 2018, MadLab disappeared beneath the unstoppable tide of Manchester redevelopment. It’s now an artisan beard-oil emporium selling reclaimed coffee or something like that.
We moved to another makerspace which, while perfectly functional, appeared to consist mainly of concrete, corrugated steel and temperatures usually associated with Arctic exploration.
It quickly became known as the Year of the Shed.
GROGSQUAD member Wayne Peters produced the logo, giving us the first real callback to the podcast itself. Alongside the familiar GROG iconography sat a packet of Hobnobs and, an empty space where the dice bag ought to have been.
Have you seen me die, Spike?
The following year everything came together beautifully.
Fan Boy Three generously handed over virtually the entire shop for the weekend, and Wayne surpassed himself with what remains one of the most recognisable GROGMEET designs.
Uncle Joe’s Mint Ball possibly the finest thing ever to come out of Wigan than the A58 to Bolton.
Wayne confessed he’d never actually heard of Uncle Joe’s before I suggested the idea, but that didn’t stop him producing an instant classic. I may have become slightly obsessed.
The artwork appeared on badges.
T-shirts.
Dice trays.
Stickers.
I had enormous plans for what would come next year …
Give ’em to your granny and watch the bugger go!
Then came 2020.
The Great Unpleasantness.
With Greater Manchester apparently locked down permanently by Boris Johnson, while he partied in London, a physical GROGMEET simply wasn’t possible. Fortunately we’d already been running Virtual GROGMEET every April for several years, so we expanded the idea into the full online convention experience.
Thus GROGMEETish was born.
Simon Perrins was the GROGMEET artist who produced a brilliant illustration based around a Zoom gallery view. His collection of fantasy characters created our very own Celebrity Squares.
“You’re on mute!” – a great image by Simon Perrins
By 2021 we were cautiously emerging into the world again.
Following the science—and several hundred pages of government guidance—we held a socially distanced convention alongside another online GROGMEETish.
The physical event quickly became affectionately known as GROGMEAT, featuring Simon’s affectionate homage to the classic Games Workshop carrier bags illustrated by Iain McCaig. Two masked gamers playing three metres apart, perfectly capturing that strange period when rolling initiative also involved remembering hand sanitiser.
This is the rarely seen ‘upside down’ version – people could choose which one they wanted depending on if they were in ‘meat-space’ or not
2022 became PROGMEET, for reasons long forgotten, playing some games inspired by progressive rock.
Simon somehow managed to combine roleplaying games and Genesis into a glorious homage to A Trick of the Tail. The artwork was absolutely packed with references—some obvious, others deeply obscure—and we even ran a competition inviting people to identify every hidden detail.
Appropriately enough, Dr Rock himself, Jules Hayley, emerged victorious.
How many can you spot?
Manchester, meanwhile, continued trying to grow, with more and more skyscrapers touching the sky – Manchattan.
As the city grew, finding a single venue capable of holding GROGMEET became increasingly difficult. So, in 2023, the convention spread across multiple locations.
Simon responded by creating individual characters representing each venue: Northern Monk, Whitworth Locke, Fan Boy Three and The Lass O’ Gowrie. It transformed a logistical headache into one of the most distinctive GROGMEET identities we’d ever had.
So much to answer for …
The city continued conspiring against us in 2024, when Manchester became temporarily overrun by music royalty and the MTV awards, forcing yet another shuffle to January 2025.
Possibly my favourite illustration Simon has ever produced. Inspired by White Dwarf 38, the image centred on Judge Blythy as a weary necromancer surrounded by decades of podcast references. Some were obvious.
Others were deep-lore.
Anyone remember the dragon who sounded like Cliff Richard?
I could have spent hours looking at it. Blythy’s review was, naturally, more concise.
“Who wants my stupid face on a T-shirt? You haven’t thought this through.”
How many call-backs can you spot?
We stayed with the January slot in 2026 for the slightly hastily organised No Shacket Required GROGMEET.
This time there wasn’t an opportunity for a brand-new commission, but Phil Collins paid tribute to Paddy McGrath’s original GROG faces, in a DIY image.
Don’t lose my number …
Here we go. And so we arrive at GROGMEET Preston 2026.
A new town.
A new venue.
Another adventure.
To mark the tenth anniversary, Simon Perrins has created a celebratory illustration that somehow captures both where we’ve come from and where we’re heading. As we leave Manchester behind, we’re hoping to recreate a little of that wonderful uncertainty that surrounded the very first gathering back in 2016.
Nobody quite knew whether anyone would turn up.
Nobody knew whether it would work.
After years of gently indulging my obsession with logos, artwork and merchandise, Judge Blythy finally admitted what I’d suspected all along.
“Yes… you’re right. It does help having something visual.”
In this episode Dirk and Blythy give their account of UK Games Expo 2026 and talk to Laurence Phillips about his new game, Il Fantasma del Giallo.
At the end of May 2026, we went to UK Games Expo and enjoyed the delights of gaming, shopping and chatting. In this episode we give you a blow by blow account of the event, if you want it or not.
We want to give a big thanks to Orlanth Rex for organising the Shadow Con. Dirk also appeared on a recent panel talking about ‘difficult’ settings. You can find it here.
In this episode, we return to the world of RPG zines and speak to John Power of Wyrd Science magazine.
John Power at virtual GROGMEET
Thistime on The GROGNARD Files, we’re joined by Wyrd Science editor John Power to talk about his vision for modern RPG magazines, the return of tabletop print culture, and why zines still matter in the age of PDFs and podcasts.
Dirk and Blythy then travel back to 1983 to create their own fantasy RPG fanzine packed with the kind of content they would have loved as teenage gamers.
Wyrd Science is an award-winning tabletop gaming magazine covering RPGs, wargames, board games and gaming culture, available in print and PDF direct from the official store and itch.io.
In the latest episode of the podcast, we look at the use of chaos in RPGs.
In this episode, we are in Manchester Central Library talking to GROGSQUAD member Tomas Rawlings. He has a long history of working in video games, but he also has many interesting thoughts on role-playing games and he’s currently writing a book about the evolution of Warhammer 40k.
In our discussions we talk about how developments within Games Workshop shaped the nature of chaos and its popularity as an aesthetic.
In this episode, Kalum from the Rolistes Podcast is in the zoom of role-playing rambling to talk about French speaking RPGs. He has spoken about Nephilim elsewhere and he tells us more in this episode.
He’s also Kickstarting his game The Magic of Inventorying which will be familiar to attendees of virtual GROGMEET.
Blythy and Dirk review their year in role-playing and give out GROGGIE awards.