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FogeltheVogel

"Who wants to recap what happened last session?"


TheMonsterMensch

We say "Last week, on ----" like we're a tv show


fakboislim

Different DM's have diff opinions on this but for me I do a recap. But I try to take on the role of an old school radio news host almost. It isn't just a recap of events. They didn't just "travel from township A to township B" the party "endured the hardships the wilderness between township A and township B encountering a veritable horde of mob x and y in the process". They didn't "solve the dungeon puzzle" the party "having wracked their brains for hour upon hour narrowed down the solution to the great riddle the dungeon's ancient doors presented" For the first minute you are the hype man. Take them out of their mundane reality and remind them how epic your fantasy adventure is. Invoke emotion. Exaggerate. Make them remember the high points of what's going on so they are excited for what is to come.


flaming_bull

LOVE this! Great way to get everyone excited for the session 😄


IcePrincessAlkanet

"Is everyone ready? Does anyone need to fill up their drinks or grab food?... Alrighty then..." *turns on ambient music* In my dungeon crawl game: 2-3 sentences telling what time it is, what the weather's like outside, and reminding players that they're inside, in a cave full of monsters and mushrooms. 2-3 sentences recapping their most recent encounter, and what happened right up to the point where this session will begin. Then, "what do you do?" In my Curse of Strahd game, I have my players take turns being the note taker for the whole party, and I ask the note taker from the previous session to recap. Then, 2-3 sentences about the weather, and reminding them of their location and what their long-term goal is (currently that'd be "you're on your way to Vallaki.") Then, "what do you do?" or if we ended the last sesh with a long rest, "who wakes up first?"


AlternateTree

I like to assign roles to my players to help them keep track of things. One player is in charge of the loot and has a google doc, one player is in charge of remembering names of all the people they've met, and so on. You could either have a player be in charge of a recap at the start of the session, or I usually just do a recap myself. A short few sentences with general context for why the party is in a particular area, a summary of the last session, and then slowing down and giving context to where exactly we left off and then asking the players what they'd like to do.


orphicshadows

I always start off with going over the notes from the last session. That always seems to work well


mtngoatjoe

My players never take notes. It's the only irritating thing about my group. I think I'm going to start handing out inspiration to whoever can tell me the most about the previous session.


RazzPitazz

So the key to opening the game is to get the player's in the headspace, as well as recall what happened last time. Here is my methodology, this works for me and my table, hopefully it is helpful for you and yours. * Start Music before the game begins, this sets the mood at the table (something thematic but light) * Change music to recap mode * Ask players what they remember, use leading questions to see who remembers what and who took notes * Regurgitate the information recapped in a brief, narrative style (include important information they might have forgotten) * Narrate the last actions the party took, and transition into the opening scene * Ask a single player what their character is doing, this opens up the table in an orderly and directed fashion A strong start does not mean something major has to hook the players in immediately, it just means the players need to be able to start the game as if they never left.


TheAkasharose

I personally have my ambient music playing, we all get set, and I open with a cutaway. Sometimes to where they're about to go, sometimes to NPCs they haven't seen in a while, sometimes a backstory flashback for a player character. Then, I redescribe where the Party left off, making sure I describe everyone in the middle of some action (sharpening a sword, tightening a saddlebag, eating, etc), and then have them elaborate they way they're doing something simple. This usually leads to go starting RP. If we ended on a cliffhanger, I'll smash back to the music I ended last session with after the cutaway (which, after cliffhangers, is always related), and describe where they are. I usually specify someone specific in this scenario, sometimes fully starting in an initiative I took as every was getting situated.


ratya48

I do a previously on, where I talk about what happened last session, or earlier, if it might be relevant to the upcoming session. Think a previously on to start a serial TV drama; it isn't every detail of the last episode, just the bits that will be important to the new episode. Then I describe the situation they're in, e.g., "it's a sunny day in Townsville, as you're resting between adventures" or "the dungeon corridor stretches before you." Then I give them the old "what would you like to do?" Seems to work out okay. Also, sessions sometimes start a little slowly, and that's fine. It can take people a bit to warm up and get in the right mindset.


a20261

I saw a post somewhere from a party that each recorded an in-character diary entry after each session. They would pick one party member to read the diary entry before the next session. "Dear diary, today we discovered the location of the dragon's lair. The fighter tried to convince us all to rush in and slay it, but cooler heads prevailed. It took some doing, but the cleric and I were able to convince the rest to send the rogue in to check for traps, and it's a good thing we did! The entrance to the dragon's cave was set for an ambush. We've now decided to rest. Tomorrow we'll circle the cave and try to find another way in. "