[RPG] How to run a game of D&D sporadically

dnd-5egroup-dynamics

I recently started running a game of D&D 5e for 4 brand-new roleplayers. I designed a short adventure to introduce them to RPGs and to the D&D system and they enjoyed it a lot and wanted more. Since then we've had one session where they have begun to play a slightly modified version of the Lost Mine of Phandelver with the same characters.
However, we're all busy people with busy schedules and we've been unable to find a time for a regular game. Our last session was 3 months ago and it's looking like another 2 or 3 months before we will have time for another (one player has said she simply doesn't have time for a regular game).

I'm not sure yet how this sporadic gaming will affect the players, but I know I'm going to find it hard as a DM to keep track of what the characters have accomplished and discovered, who they've spoken to, etc. I'm worried that for the players, they may have trouble remembering what it is they're supposed to be doing and why, as well as the above points.

I would like to hear, from people who have experienced similar situations with groups, how can I make a fun, immersive, coherent game when the sessions are very far apart?

Best Answer

Take good notes and remember for the players.

  1. Take good notes. Don't rely on your memory for what happened. Instead, take notes during the game and then allot about an hour for going over and adding to those notes. Basically what you want to have when you're done and packing away your notes is a little kit of information that will tell you everything you need to know to keep running the game. Expect to completely forget anything you don't write down, and that will make sure that you have useful notes. Treat it like you're preparing notes for another DM to pick up where you left off!

    Then, weeks or months later when it's time to prepare for the next session, you can take those notes out and read them as the “background” for the next adventure, as if you weren't even there.

  2. Remember for the players. During the game, be your players' memories. When you bring in an NPC that they previously interacted with, make that part of their reintroduction. (E.g., “A tough-looking woman with a broadsword on her hip enters the tavern. She's Meredith, the mercenary that you worked with briefly but parted on poor terms with. She hasn't noticed you and walks over to the bar…”)

    By being generous with this information, you make up for what the players are missing: immediate recall of what just happened last session.

These two things are all you really need to make a session work after a long time. Provided you have players who want to be gaming (i.e., enthusiasm waning due to long breaks isn't an additional issue), these practical steps all that's necessary to patch the time gap.