Afrodyte
Explorer
Hypersmurf,
In an online game I run (not D&D), I take huge leaps in time, so fast-forwarding things to 6 months after a key incident doesn't seem bad at all. As one of the previous posters said, though, you don't want to tell the players what their characters have been doing. Something that may work better (depending upon the group) may be that you tell them that they start out in jail and that 6 months ago, there was an incident with a werewolf. Letting the players decide how they landed in jail and what their connection (or presumed connection) with the werewolf is helps them become more involved in the story and the world, even though the werewolf is tangental to the adventure you have in mind.
In an online game I run (not D&D), I take huge leaps in time, so fast-forwarding things to 6 months after a key incident doesn't seem bad at all. As one of the previous posters said, though, you don't want to tell the players what their characters have been doing. Something that may work better (depending upon the group) may be that you tell them that they start out in jail and that 6 months ago, there was an incident with a werewolf. Letting the players decide how they landed in jail and what their connection (or presumed connection) with the werewolf is helps them become more involved in the story and the world, even though the werewolf is tangental to the adventure you have in mind.