The art of GROGMEET, Part One

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

The first couple of GROGMEETs were really conceived as launch parties for GROGZINE. Looking back, organising the convention was actually the easy bit.

Producing the magazine nearly finished me off.

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.”

Next time: GROGFRINGE and beyond…

GROGMEET Scrapbook Jan 2026

The weekend of 9th-10th January 2026 was GROGMEET 2026 – no shacket was required, but in hindsight, it was useful!

Last weekend was GROGMEET. We have just about thawed out and our eyes have reacclimatised to daylight following a terrific time with the GROGSQUAD united to play games together.

GMs and Players bring their best to this event. There is a huge array of games available, old and very new, and everyone is ready to engage and get the best out of the experience. They embrace the shambolic, easy-going event to make sure it’s welcoming and fun.

This time we had Storm Goretti and a so called ‘weather bomb’ to contend with prior to the event, but the GROGSQUAD battled on. There were some delays and a degree of last-minute shuffling, but it all worked out in the end.

Acceptable

Friday afternoon is usually the ‘multi-tabled’ themed event. This time we returned to a lower complexity idea of reviving some of the classics of yesteryear which we affectionately dubbed “acceptable in the eighties.” Scenarios and supplements from the 80s (and earlier) were given a new breath of life across 10 tables. It might not have had the same bonkers energy as Gatsby and the Great Race that we ran last year, but we are still recovering from that experience, so it was probably for the best.

There were hidden Easter eggs to be found in the games. This year, the event was sponsored by Chaosium to mark its 50th Anniversary, each game featured some hidden references to the company. Brian Duguid was judged to have been the winner and was awarded this year’s Mike Hobbs Memorial Award.

The rest of the weekend was filled with the usual gaming excitement and high-level socialising, followed by Sunday at Manchester Occasional Role-Playing.

Thanks to everyone who made it possible, especially Vaughan and Gareth for helping with the logistics.

Next time, it will be 10 years since GROGMEET began. What have we got in store for that?

Set up crew
Time for a cheeky one.
X Marks the spot
The Chegwin Heel was revived by John using DragonBane
Golden Heroes Assemble
Dirk the Menace and Friend
Two coats reunited with a mystery packet of Hob Nobs
Mikey with his winning shacket
Who is the trickster Duck?
Call of Cthulhu campus comedy? A very peculiar practice with a shoggoth stuck in it.
“The Other Guys” – Call of Cthulhu from the point of view of the bad guys. Where SAN goes up “Why are we doing this?” and the enemy Investigators “come in fives!”
“Has anyone seen my triffid?” – Twilight 2000 with a twist
Paul takes on “The Punch Bowl”
Unleash the funnel. The cult of DCC was very much in evidence over the weekend. Someone stage an intervention!
These are the droids we were looking for …
Brian is photobombed by Dirk’s glamorous assistant
The Last of Us – the singing gnome at closes down the 4am Club
Rob turns up the grimdark in Mork Borg
“Summon goats” – the weekend comes to a close under “spiteful, churning hooves”

Five Items that Made Chaosium (with Rick Meints)

Rick Meints, President of Chaosium, joins us in the room of role-playing rambling to find five items from the history of the company.

Chaosium is celebrating 50 years since the company was founded by Greg Stafford. Their games have always been at the core of what we play, so it was great to have more time with returning guest, Rick Meints.

Rick is the president of Chaosium, perhaps more importantly, he is the Head of the Department of Nostalgia, the custodian to the extensive, if chaotic, archive of the company. He started as a collector, and ended up heading the company.

We set him the challenge of finding five items from the archive that represent the development of the company over fifty years. What products are the milestones of progress in the history of Chaosium?

There are some unexpected items in there. Let us know what you think.

The interview was recorded in front of an audience as part of GROGMEETish in November. In the room of role-playing rambling, I’m joined by resident rules-lawyer Judge Blythy to review GROGMEETish. We also talk about NPCs or Games Master Characters and how to handle a ‘cast of 1000s’.

The advert is for Eldritch Stories from Mason and Fricker.

Why not support us on Patreon? Offers are now available apparently.

Dirk

Cults of Cthulhu (with Mike Mason) Ep 66

Live from GROGMEET 23, join us as we roll back the years with Mike Mason. We look at the key moments in the history of Call of Cthulhu: its origins and its early campaigns.

In Library Use, Blythy and Dirk look at Cults of Cthulhu and Different Worlds and consider the world populated by people who are ‘tuned in’ to Cthulhu.

Mike Mason and Paul Fricker have a new podcast project

You can support the GROGNARD files at Patreon.

virtualGROGMEET 2023 – Play Report

If you have been paying attention you’ll know that my gaming has taken a thematic thread this year. I have been playing games that use the concept of the multiverse as a setting. This was not planned, I just fell into it backwards like Dr Strange, but without the eye-popping special FX.

There’s no better metaphor the gaming multiverse than virtual GROGMEET.

This is an online convention that we organise every April. This time, there were forty different pocket universes being discovered by over a hundred registered players, who participating from the comfort of their own homes, exploring new worlds, with new people.

Visiting a million-spheres, near to your kettle while sitting in your favourite chair.

The breadth of games on offer is always astonishing. This year in particular included an impressive menu that embraced the traditional to the indy and everything in-between. Since it first begun back in 2017, it has launched many online gaming groups. It remains an encouraging environment to start online GMing as well as introducing different people to … different people.

PLAY IS THE THING

“You’re playing in all of the sessions?” is the puzzled exclamation I usually hear at various points over the virtual GROGMEET weekend. People can’t understand why would sign-up from Thursday to Sunday. I block out the entire weekend and treat it like I have left the house to go to a convention. There’s a sign put on the door that says that I’m ‘in’, but I’m not ‘in’ in – for all intents and purposes I’m in another place, anywhere in the multiverse.

This play report is in the 1d6 format, five highlights and a fumble.

  1. MORECOCK’s MULTIVERSE

The weekend kicked off with the usual Thursday night quiz which was the rematch of the pub quiz from the Moorcock/ Tolkien weekender. Players were invited to choose their side to pit Moorcock knowledge against Tolkien knowledge. Really, you needed to know both to win, as there was twenty-five questions on each. If you want to decide if you are Moorcock or Tolkien, follow the links to test yourself at home.

Moorcock Quiz and Tolkien Quiz

The first of two games I played using Chaosium’s Stormbringer rules was a Hawkmoon game. Someone had breached that most sacred of trust; stealing the very thoughts of the immortal King-Emperor Huron of the Granbretan Empire. The player characters ‘get to the ornithopter’ in an investigation to undercover the conspiracy. The scenario had a fittingly sinister atmosphere which was very evocative of Londra under the Empire.

Designs supplied by @tomtremendously

In the late-night slot (11.00pm – 3.00am) on Saturday night, I was in the Young Kingdoms waiting in Dhakos Harbour as an emissary from Pan Tang delivered gifts to secure an alliance with Jarkor. The player characters were nobles of the court responding to steady corruption of chaos that follows. Beware Pantangians bearing gifts. This was Stormbringer 5th edition rules, a first for me, and it creates characters that are more powerful than the 1st-3rd. It was quite refreshing to be competent, not that it helped against the machinations of Jagreen Lern.

2. PLANESCAPE

Adventuring across the multiverse was not constrained to Moorcock.

Following the last month’s Book Club I have continued to study the Planescape output from TSR in the early 90s. I was told that players tend to stick in the central city of Sigil rather than taking a tour of the planes.

The Great Modron March addresses this by having episodic adventures that follow the the strange clockwork Modrons parading from Mechanus across Outer Planes of the Great Wheel and the gate-towns of the Outlands. They have started their march 150 years too soon. The campaign is made up of eleven wonderfully inventive scenarios, it was a pity that I could only do three of them.

The joy of running games over consecutive nights is the camaraderie it creates among the players. The characters can experience a range of highs and lows over the nine hours of play. The little characterful events that make a game interesting can be called back as they are still fresh in the memory. The exotic sausage shop of Automata was never far away, for example.

When the group finished on the Sunday night, there was a real sense that they would continue adventuring together, following the Modrons on their journey, because they had formed such a strong in-game companionship. Great. Same again next year? Maybe.

3. CALL OF CTHULHU

For the first time in a long time, I’ve not got a regular game of Call of Cthulhu on the go.

A Saturday afternoon session seemed a perfect chance to stay connected to what remains my favourite game. Why is it my favourite? I love the versatility of the setting for creating mood and engaging situations.

Of Sorrow and Clay is a mystery set in the 1920s Appalachian mountains. The Keeper piled on the atmosphere as we explored the disappearance of our Pa who had gone mad in the woods. Despite some discord technical issues, I’d say that this is one of the best Call of Cthulhu sessions that I’ve played in a long time: beautifully constructed, well developed player characters, and an extraordinarily creepy revelation. Highly recommended.

4. DARK CONSPIRACY

Since virtual GROGMEET started back in 2017, its primary aim has been to introduce people to online gaming by providing a supportive place for people to try out new ideas and run games online for the first time. It was great to play with Lee Williams, running his first online game and first convention game.

Ever since I have known Lee I have been interested in his fandom of Dark Conspiracy, GDW’s setting of near future horror. He did a hack using Liminal, as he is a fan of the setting, but not the rules. The post-economic-crash setting is right up my street. We went up a street and ended up in a sinkhole. There were encounters with giant grubs and a weird bunker. We believed we were in a kind of Narnia, but with Abi Titmus standing in for Mr Tumnus in our imaginations. It was a game from the nineties after all.

5. FANZINE BOOKCLUB

The Book Club remains the highlight of my month, so it was good to get an extra in for the virtual GROGMEET weekend. It was a fanzine special looking at two British ‘zines from April 1986. Dead Elf by Andrew Fisher and Runestone by Bill Lucas and our very own Nick Edwards. We were joined by Nick (Quasits and Quasars) and Justin (Drune Kroll), editors from back in the day, who were able to support the discussion with some insider knowledge.

This was a period of the the wild west of FRP zine publishing in the UK, partly driven by cheaper off-set litho printing and the publicity from Imagine magazine’s coverage. The print runs for these zines was very small, most of them given away in exchange for other ‘zines. They were talking to each other: kicking against Games Workshop and TSR for most of the time and rehashing the ‘roll’ gamer and ‘role-gamer’ arguments.

A fascinating discussion and a real step back in time. We are going to do some more ‘zines in future meetings. Dagon is coming soon.

6. There has to be a fumble. We rolled on the table and … a cock-up with the world clock, due to British Summer Time, meant that the interview with Jon Cohen has been postponed. You can find the details here.

virtual GROGMEET is a highlight of the year. This year was no exception. Thanks to GMs who hosted games and the players who brought them to life. Play is the thing.

P.S. Team Tolkien won. This time.

GROGMEET2022 – Scrapbook

As you listen to the GROGMEET22 podcast, why not browse through some of these images from the event. You find more write ups and reflections from Clarky, Stef, and Graham . (Let me know if there are more).

The GROGMANIA GMs – about to get spug-happy!
Ajen is a BOING! TM Direct Hit!
Sam killed more perps on a fast-moving Skegway than Dredd on a good day
“More rum” Film Fan Mike tries to keep out the cold
Kaye and Cris contemplate the Gods War. Kaye went on to win the Mike Hobbs Trophy.
GROGMEETeve game of Titan Effect using Pallas The Sentinel GM Screen
Posh Beans all round!
Doc Cowie presents ….
Pendragon … in Space!
Paul Baldowski introduces – Rick Wakeman meets The A Team
Pookie is either a Mercenary, Spy or a Private Eye here ….
Tangled Andy’s Dark Heresy Game had a splendid tabletop and …
an amazing player hand-out
Frankenstein Dave shows off his impressive spy-glass
Welcome to my Kingdom. Gaz is about to go Savage with zombies!
GROGSQUAD!
Chris McDowall taps the ridiculous home-made shrine

Into the Odd RPG at GROGMEET22 (with Chris McDowall) Ep. 57

Join us at GROGMEET22 where we meet Chris McDowall, author of Into the Odd and Electric Bastionland.

At GROGMEET22 we had a great gaming experience with members of the GROGSQUAD. In this podcast we look back on some of the highlights.

Introduction to Chris McDowall. Chris talks about his formative years as a gamer and the influences on his design choices.

12:00 A GamesMaster Prepares – Dirk and Blythy discuss their experiences GMing the multi-table Mothership game and the other great games.

42:00 OpenBox – Chris McDowall introduces Into the Odd and Electric Bastionland.

01:12 GamesMaster Prepares more – A discussion of more games played, including Old School Essentials using these great pre-generated characters.

Thanks to everyone who made the event possible.

PROGMEET competition

I know what I like in my wardrobe. Study the incredible PROGMEET illustration to win a prize.

This weekend is GROGMEET 2022. For some long forgotten reason it has a progressive rock theme. Some of the games have taken their influence from Prog Rock classics from Genesis to Gong.

The wonderful illustrator Simon Perrins was commissioned to produce this incredible image.

You can get stuff with it on at the Redbubble Store.

You can win a prize for listing the most references to prog, gaming and music that you can spot.

The winner with the highest verified list will be announced on 20th November 2022.

Make your submission by using this form.

Closing date is 17th November 2022 (midnight).

Dirk

Extra – It’s a con! GROGMEET preparation

It’s that time of year when we are preparing for the GROGMEET convention in Manchester and, this time, online.

Blythy and Dirk discuss the history of the meet-up, give some tips on how to start one yourself, discuss the thorny issue of ‘player sign-ups’ and run through the games they are running at the event.

Ottawa Tom shares the first game he played, the last game he played and the game that means everything to him.

Why not catch up on Frankenstein’s RPG before the GROGNARD files meets up with it!

GROGMEET art is by Simon Perrins.

Support the podcast on Patreon.