When you let players summarise the previous session, it not only draws them in, help with collaboration as they fill in the gaps from other players, it also shows you what is important to your players, which is important to you: Roleplaying games is about the players.
If they do not remember a detail, it might not be worth remembering. If they however forget a pivotal or key event, reminding them at then end is the right course of action.
This is a great moment to listen to your players, perhaps they’ll theorycraft right in front of you!
Reference
E. Schea, M. (2018). Sly flourish’s return of the lazy dungeon master. Sly flourish shop
Highlights or timestamps
Return of the Lazy Dungeon Master Highlights
- This [letting players summarise] let us see what sorts of things the players rememebered.
— ^de6d38 from Return of the Lazy Dungeon Master highlights
- If any small detail was forgotten, it was not important anyway.
— ^d9b4bc from Return of the Lazy Dungeon Master highlights
- Only after the players are done, should you fill in any crucial information required to move the story forward.
— ^02900c from Return of the Lazy Dungeon Master highlights