When Players Forget: A GM’s Guide to Managing Memory at the Table

Alright folks, this is for the game masters out there. I'm not saying players won't enjoy this article, but today we're talking about an annoyance that generally hits game masters first and hardest. So let’s dig in together. Because whether you’re running combat-heavy campaigns or deeply narrative sessions, nothing derails momentum like a player forgetting what they can do.

The gamemaster looks at the group, second round of combat, and it's his turn. You probably know who I mean. The one who is sure to slow down the game. The one party member whose turn you dread in any combat or social encounter that requires rounds. You've seen it happen, even after months of playing together. And here it is again.

GM: What do you do?

Player: I think I have an ability to... <begins rifling through character sheet and Player's Handbook> Wait, no, that was something else, maybe I can... Huh, it's not there. GM, do I have the ability to walk forward?

Yep, that player. The one who is constantly forgetting their character abilities, their spells, their general class or subclass feats, or anything else that is a part of who they play. The one person to guarantee a slowdown in a game.

We'll be talking about those players and possible reasons they forget. There is always something that might be hidden that we, as game masters, don't notice. Having said that, we will also chat a bit about how it affects the game, and offer some practical solutions for both GMs and players.

The Memory Gap: Why Do Players Forget?

We want solutions—how to negate our players’ inability to retain the information about their character. But we have to begin by understanding why they forget. Solutions are only helpful when we parse down why Problem Player can't recall half of their abilities. And the first and foremost, especially in the most popular games, is information overload.

I've been playing PF2E for several years now. I've got both the original rulebooks and the new updated remaster. I know the game almost back and forth now. And yet I still have to look up obtuse or rarely used rules constantly. The thing that makes PF2E great is also the problem with games like PF2E and Dungeons & Dragons. There are so many things to keep track of.

Let's take a look at a Cleric in PF2E. You might have your regular spells, focus spells, domain spells, and spells from wands and staves. And remember, we're only talking spells. As a cleric, you can change your regular spells daily, so you need to know the entire divine spell list. Then add in the ability of free archetype, in which you pick up the Wizard Dedication. More spells, woot! More things to remember. And then there are feats that might give you abilities. Oh, and of course, your skills and their settings. I'm having heart palpitations just thinking of all this. And that's just their character.

We have to remember that many groups do not have a regular schedule—especially as they get older. As I type this, my wife and I are still trying to start a campaign with friends. It's been about four months since we started discussing it, and we're meeting up with them to talk characters today. Will it happen? Great question. I'll keep you updated. But seriously, depending on how often you play, you might forget abilities or mechanics because you haven’t had the chance to build the muscle memory for them. Or, like me, you might play too many games sometimes and forget which character you’re playing. So depending on how often you play, this may help or hinder a player’s ability to remember things.

Then we have the disengagement or fatigue of your players. We talked a little bit about that in Role for Percepticast Episode 8. I'll be honest, I've been guilty of this. When combats take too long, for example, I get really bored. And so I disengage a bit from what is happening in the room. I don't prepare for my next turn and I often forget what I might be able to do. But I'm working on that. Add in the fatigue from keeping up with a character with so many offerings and you end up forgetting things more easily.

Finally, too many players rely on the game master for the rules. This is a whole other article. We’ll tackle that later. But it's true, especially in games like D&D. I did it when I first started, as I was very fresh to the game and coming in at an advanced age (38 years old). But I took the time to learn and understand the game I'm playing. Not all players do that. Some are just in the game to hang out. And this over-reliance on the GM can really affect how a player knows—or worse, doesn’t know—how their character works. And this can really affect how a game proceeds.

It’s not always forgetfulness—sometimes it’s just the sheer mental bandwidth required to juggle everything, especially in high-crunch systems.

The Impact: What Happens When Players Forget

The biggest issue to wreak havoc on a game due to players forgetting their abilities is the slowdown of the game in general. Sessions immediately bog down while a player re-reads their character sheet mid-combat. What’s even worse is when they’ve only written down the heading on their character sheet and next thing you know, they’re flipping through the Player’s Handbook or online for an explanation of exactly what they can do. Everything comes to a standstill and you see the other players start to disengage. Then, as the GM, you have to figure out a way to get through this and bring the pace back up when the situation is resolved. It's tedious.

It’s also disheartening when a player forgets they have an ability and you realize how cool it could have been for them to use it. I've had several players over the years that forget they can do something and it's only when they are absent a session and I am controlling their character that I realize they have something so cool. Usually I end up telling them during the next session about the ability, but that doesn't always stick with them. This has led to frustration in me as a GM at times. I often debate whether to remind players of the cool things they have or to just let it go.

Finally, there is a reduction of character agency. The fantasy of having unique heroic powers fades when the player can't recall what those powers are. So instead, we get the generic “run up, hit something. Then hit it again.” It almost feels like all the interesting crunch is lost. Characters don't feel unique if their individual abilities aren't used.

Player-Focused Fixes: Helping Them Help Themselves

Let's begin by encouraging the simplest of solutions. This includes the use of quick-reference sheets or index cards. Encourage your players to create a system where they can easily view their most commonly used actions and spells. This way, with the cards in front of them, they can easily choose the specific action they want without having to search for it. And if you're a generous GM, you could even make those cards for your players.

Additionally, many games have PDF cheat sheets that you can find online. For example, if you play Cypher System, you can head to Old Gus's OG-CSRD and pick up the cheat sheet there. Or if you're a Pathfinder 2E player, you can find the Combat Action Cheat Sheet online to speed up combat. If you're playing a more obscure game, it may be up to you to create the cheat sheet.

Consider creating custom character dashboards in tools like Google Sheets or Notion. Some players find it easier to keep all their character’s important data in one clean, customizable space.

You can also encourage character journaling. This allows players to take notes after each session on what worked, what was used, and what could've been better. I'm doing something similar with our new actual play podcast. I'm encouraging my players to keep character journals and offering XP as a reward. Now, these journals have more of a focus on roleplay, but I assume they will include the cool things they did during the game, which will help them remember actions they can take in the future.

There is, of course, a plethora of digital tools and apps like Pathbuilder for Pathfinder 2E, DnD Beyond for Dungeons & Dragons, and Cypher Tools for Cypher System games. Some systems have extensive information online as well, including the Archives of Nethys for Pathfinder and Old Gus' Cypher System Reference Document for Cypher System. These tools are incredibly helpful—but only if your players use them. You might want to encourage their use and even integrate them into your GMing, such as referring specifically to links or asking your players what Pathbuilder says about a given ability. It might take a bit, but getting them into the habit will reduce your overall stress.

GM Tactics: Setting the Table for Success

Before the session even starts, consider a quick recap or warm-up round to reorient players with their abilities.

As stated previously, game masters can offer cheat sheets and quick reference guides. Some players will engage with these easily. But for others, the game master might need to do more.

Celebrate players who come up with unique ways of doing things based on their abilities. Allow them to linger a little more in the spotlight. We are human. We love being complimented on things we do. If you, as the GM, can reinforce behavior that allows the game to move forward at the pace you wish, then go for it. You can also reward them directly. As I said, I like to give a little bit of extra XP, but you can also grant magical items, armor, or even weapons. It all depends on how you plan on running your game.

Another thing you might try is implementing “downtime” during combat. What I mean is finding spots where the combat pace can slow down slightly while you, as the GM, are controlling characters. Don’t rush through the enemies’ attacks. Roleplay them out so that it gives your players some time to think about and prepare for their next turn. This is an area I need to work on, as I’m generally sure what my NPCs will be doing. So I tend to move quickly. I can see how this might be a detriment to my players, not giving them enough time to breathe and prepare.

Finally, don’t be afraid to remind your players at the start of the session of certain abilities or tools they might want to review. If something cool happened last session, bringing it up might inspire them to use that ability again. We all have busy weeks and can forget the specifics of a session. As a GM, be a fount of knowledge for your players.

Final Thoughts: Shared Memory, Shared World

Let’s be comfortable with the fact that we are all human, and we forget things. I’m terrible at it. Just ask Evelyn or any of my players. I'm constantly working on improving, but there’s just a lot on my mind most days. And when you're playing a high-crunch game, there is even more to try and keep track of. So give some grace to your players. Encourage collaboration. I have no problem having players let me know if I've forgotten something. In fact, I celebrate when they remember and I don't. This is a group activity, after all.

Remember, a little prep goes a long way. With just a bit of forethought, you can keep your sessions smooth, your players engaged, and your story on track.

So now I ask you, the reader who made it all the way to the end: what tricks have you found to keep your abilities top of mind at the table? Are there strategies I haven’t thought of? Leave a comment here, or on our social media. I'm always looking for new ways to improve.

Terry Dana Jachimiak II
Author
Terry Dana Jachimiak II
Co-Founder of Role for Perception