This literally doesn't make sense because the very nature of most trad tabletop RPGs is you're compressing like weeks or months of these characters' lives into four hours of their players sitting around talking about it eating chipshttps://twitter.com/ElvenTower/status/1362854540526116868 …
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for me, i usually avoid this issue with a “previously on...” recap at the start of each session. so if the symbols are important, i’ll just tell them about it. but if it wasn’t that important or if its realistic for the characters to forget it, that’s when i’ll ask for a roll
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I find doing the annoying teacher thing, making the players sum up the last session, is pretty effective at helping them remember. And I fill in blanks of course! But then, most of my players take copious notes… often times focused on the weirdest shit, but notes.
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If it's a plot point, then no, I don't make my players roll. If I want them to have information I give it to them. They make rolls when they want information that would give them some advantage, but not to learn important things for moving the story forward.
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That wasn't really my premise, my premise was them realizing they matched. If the players notice the first ones, they should know the second set match. If the players are forgetting plot points, you need a recap, or for the story to be either less boring and/or less convoluted.
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