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Session notes · the science of forgetting

How to take RPG session notes you'll actually remember

You think you'll remember this session. You won't. Roughly 70% of it is gone within a week, and that's not a guess: it's a 140-year-old result about how memory works. Here's how to make a session survive.

Why you forget your campaign

In 1885 Hermann Ebbinghaus ran the experiment nobody else wanted to. He memorised nonsense syllables, then measured exactly how fast they leaked out of his head. What he found was the forgetting curve: memory drops sharply in the first hours and days, then flattens into a long, slow fade. Without reinforcement, most people lose about 70% of new information within a week and up to ~90% within a month. The finding held up. In 2015 a replication by Murre & Dros (PLOS ONE) reproduced the same shape with modern controls. A tabletop session is close to a worst case for this. Three or four hours, dozens of names, a tavern, a betrayal, a debt to a duke nobody wrote down, all of it new and competing for the same fragile slot. By next session the table half-remembers the NPC's name and argues about who actually has the cursed sword. The story didn't get worse; the memory of it did, exactly on schedule. The cruel part is you won't feel it going: you'll just think you remember, right up until someone asks "wait, who was that?" and the room goes quiet.

The chronicle won't write itself. (Well, it can now. More on that below.)

The four things worth capturing

You don't need a transcript. You need the handful of things that come up again. During play, jot keywords. After play, spend five minutes turning them into a short recap.

Write the recap, not just raw notes. A two-paragraph "previously, on…" that the whole table can re-read is worth more than three pages only you understand. If you want a ready-made structure for that, I keep a fill-in-the-blanks RPG session recap template you can copy.

Three ways to take RPG notes

There's no single right method. There's the one you'll actually keep doing. Three approaches show up at most tables, and each one trades something away.

By hand, in the moment

Pen and paper, a phone note, or a line dropped into your group's Discord as the session runs. It's free, it needs nothing, and it captures the things that matter to you: the offhand joke, the gut feeling about that merchant. The cost is attention. Every line you write is a beat of the scene you half-missed. Handwritten notes also tend to be private shorthand. They make perfect sense the night you wrote them and turn into runes three weeks later. This works best for one engaged note-taker who genuinely enjoys the job and won't resent it by session twelve.

With a template

The same skeleton every session (NPCs met, places visited, open threads, what changed) filled into a shared doc, say a Google Docs file or a Word doc the table can open. A template fixes the biggest weakness of freehand notes: consistency. You stop wondering what to write down because the headings already asked. That's the spirit of the Lazy DM approach, where Mike Shea keeps a single tidy doc and only writes the part of prep that survives contact with the table. The whole table can read it, and "what's open right now?" has one obvious place to live. The cost is discipline. A template only works if someone fills it in every single time, and that someone is still not fully playing. It's a real upgrade, but it's a habit, and habits decay on the same curve everything else does.

With AI, from a recording

Record the session, let software transcribe it, and have it write the recap and pull out the recurring people, places and quests. Nobody at the table stops playing, so the note-taker problem simply disappears. The trade-offs are honest ones. You need a recording (a Discord voice channel or an uploaded file does the trick), transcription isn't flawless, and a machine doesn't know which moment mattered the way a human does. So you stay the editor. The draft is generous and complete, and the judgement stays yours. Done well, this gives you a readable AI session summary minutes after the dice stop, instead of a blank page and good intentions.

Common note-taking mistakes

Most bad session notes fail the same handful of ways. None of them are about effort. They're about aiming at the wrong target.

What a good note actually looks like

Useful notes are short, specific, and written for the next person to read them. Not "we did some stuff in town." Something a tired player can skim ninety seconds before the next session and instantly be back in it:

The party reached Vornhaven, a river town under quiet curfew. Maela the blind ferryman smuggled us past the watch in exchange for a future favour (she'll call it in). We learned the missing caravan was taken by the Ash Wolves, not bandits. Bram lied to the guard captain and it worked, but the captain clearly remembers his face. Loot: a sealed letter we haven't opened. Open: Maela's favour, the captain's grudge, and that letter.

Six sentences. Every NPC has a hook, every thread that's still open is flagged, and the last line is a to-do list for future-you. That's the shape to aim for, whether you write it by hand or edit a draft a machine handed you. The same instincts scale up. When you're running a whole campaign, a stack of notes this clean is the difference between a living world and a folder of mysteries.

Notes for the GM vs notes for players

The two seats want different things from the same session, and good notes serve both without pretending they're identical.

The GM needs continuity and consequence: which thread the party pulled, which they ignored, who now wants them dead, what the world does next because of choices made at the table. GM notes lean toward the machinery, like open quests, faction reactions, and the secret the players don't know yet. They're a planning tool as much as a record.

The players need a "previously, on…" they can actually enjoy. Where are we, why do we care, what did we swear to do? Player-facing notes lean toward story and stakes, not bookkeeping. They should read like a recap, not a spreadsheet.

The trap is making one person produce both. The classic answer is a single shared chronicle with a public layer everyone reads and a private layer only the GM sees: same source of truth, two audiences. It's the same logic behind the Alexandrian's campaign-status document, one living page that tracks what's currently true so the GM never re-derives the world from scratch. That keeps the table aligned without forcing the GM to publish their secrets or the players to wade through prep notes.

Take notes without leaving the game

The catch underneath all of this: the person taking notes is the person not playing. The GM is busy running the world, and players want to stay in the story. So the notes get thin exactly when the session gets good, because the climactic fight is precisely when nobody wants to be typing.

This is why a shared chronicle beats one person scribbling. And it's why the best note is increasingly one you don't take by hand at all. The point was never to write more notes. It was to get the evening back: an hour spent transcribing is an hour not spent playing, and the only thing notes owe you is that time returned and a shared memory the whole table can lean on.

Or let the Wizard do it

Kompanion records your session straight from Discord (or an uploaded audio file, or a YouTube link), transcribes it, and writes the chronicle for you, then conjures editable cards for the characters, places and quests that came up. AI takes the notes. You run the game, and you keep the final word, so everything is yours to correct.

Start your chronicle for free

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FAQ

How much of an RPG session do you forget?

Following the forgetting curve, people lose roughly 70% of new information within a week and up to ~90% within a month without reinforcement. A dense three-hour session fades fast unless it's written down or reviewed.

What's the best way to take D&D notes?

Capture the four things that recur: who you met, where you were, what you owe or chase, and what changed. Jot keywords during play, then write a five-minute recap after. The recap is what your table actually re-reads.

Can AI write my RPG session recap?

Yes. If you record the session (for example from a Discord voice channel), an AI can transcribe it, write a readable chronicle, and pull out cards for characters, places and quests. You stay the editor. Kompanion does exactly this.

Should the GM or the players take notes?

Ideally neither carries it alone. A shared chronicle the whole table can read beats one person scribbling while everyone else plays.

From the GM's bookshelf

None of the good ideas here are mine. I'm standing on the shoulders of the RPG blogosphere, which has been arguing about note-taking since before anyone had a Discord to record.

Sources: Ebbinghaus, H. (1885), Über das Gedächtnis; Murre JMJ, Dros J (2015), "Replication and Analysis of Ebbinghaus' Forgetting Curve", PLOS ONE.