Using Flashback Scenes in D&D

Flashbacks turn planning into story. Pause in a key moment and let players reveal how they prepared, connected, or set a trap earlier. It keeps the pace high and gives characters agency right when it matters most.

I borrow this from Blades in the Dark. It works in any fantasy campaign. You can narrate a quick cutaway or play the scene. Keep it focused and tie it to what the character could reasonably have done with their skills and resources.

Here are practical ways to run it:

  • Offer a flashback token each session. One per table keeps the tool special and prevents overwhelm.
  • State clear limits. No rewriting major outcomes or inventing rare loot. Stick to actions the party could have taken off screen.
  • Choose narrate or roleplay. For simple setups, let players describe what they did. For juicy moments, run a short scene with a few rolls.
  • Use it to skip dead airtime. Cut from the city gate to “How did you get past the patrols?” Let the group tell the travel story.
  • Seed heists and infiltrations. Reveal the paid guard, swapped keys, or borrowed uniforms right at the vault door.
  • Reward setup with advantage or position. Good flashbacks earn tangible benefits in the current scene.
  • Capture consequences. Note who was bribed, who noticed, and what favors are now owed. Pay these off later.
  • Invite character-first beats. Mentors, old debts, shared missions, or first-level throwbacks deepen bonds and lore.

Result: players own the cleverness, scenes stay sharp, and the campaign gains texture without long planning detours.

For the full walkthrough and table examples, don’t forget to check out the video.

Cheers,
Brian