The Recap Nobody Reads (And the Three-Line Fix That Actually Works)
Most session recaps get written once, skimmed for ten seconds, and ignored by session three. Here's a leaner three-line format that actually gets read before the dice come out.
Twenty minutes after your last session ends, you sit down and write a genuinely good recap. Callbacks to the right NPCs, a clean summary of the fight, maybe a line that sets the mood for next time. You post it in the campaign channel. Three people react with a thumbs up. One person reads it. Two sessions later, someone asks "wait, why are we mad at the Duke again?"
This isn't a writing problem. It's a format problem. A prose recap asks players to do reading comprehension homework between sessions, and most tables have somewhere between zero and one player who will actually do that homework. The recap isn't failing because it's badly written -- it's failing because "read 400 words to remember what mattered" is a bigger ask than it looks like from the GM's chair.
Here's the fix a few tables have landed on independently: cut the recap down to three lines, and make each line answer a different question.
Line one: what changed
Not what happened -- what changed. Your players don't need the blow-by-blow of the fight with the harbor guards. They need the state change that fight produced: the Duke's guards now know your faces, or the harbor is closed to your ship, or Kessa the informant is dead. One sentence, past tense, stated as fact.
Line two: what's owed
This is the line most recaps skip entirely, and it's usually the one players actually needed. Who owes who what, and by when? "You promised the dockworkers' guild an answer by the full moon" is a sentence a player can act on. A paragraph about the conversation where that promise got made is not.
Line three: what's next
The immediate hook, stated as a question or a countdown, not a summary. "The guild wants your answer tonight" tells a player what tonight's session is actually about before they've sat down. It's the difference between walking in cold and walking in with a plan already forming.
Three lines, all in present tense or a clear deadline, no scene-setting, no dialogue. If a player reads nothing else before session start, those three lines are the ones that keep the table from re-litigating decisions that already got made.
The other half of this is where the recap lives. A great three-line recap buried on message four hundred of a Discord channel does the same job as no recap at all -- it has to be somewhere a player sees it without scrolling. Pin it. Put it at the top of whatever session log you're already keeping, campaign wiki, shared doc, or a GM tool like GameMasterCraft where session notes stay attached to the campaign instead of drifting down a chat log. The three-line format works precisely because it's short enough to actually put somewhere visible; a full recap never is.
One more habit worth stealing: write the three lines the same night, not the morning of your next session. You already know what changed, what's owed, and what's next while it's fresh. Waiting until game day means reconstructing it from memory, which is exactly the problem you were trying to solve for your players in the first place.
None of this replaces a longer recap if you like writing one -- plenty of GMs keep both, a full narrative log for flavor and archives, and the three-line version as the thing players are actually expected to read. The point isn't to stop writing prose. It's to stop expecting prose to do a job it was never going to do, and give the table something that respects the fifteen minutes they have before you say "roll for initiative."
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