overuseof timetraveleverythingis a fetchquestfocusingtoo muchon asingle PCexcessiveworldbuildingtoo manydifferentstat blocksin combatthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toounderestimatingthe playersnotsleepingbefore thesessionover-preppingfor thesessionincoherentNPCmotivationsrelies waytoo muchon improvoverestimatingthe playersoverusesrule ofcoolDMPC's,generallyneverwritesideasdownway toomuchexpositionafraid totellplayersNOmakingdeathmeaninglessdoesn'tread playerbackstoriesdoesn'tvet thecharactersheetsabusing rulezero (DMalways hasfinal say)WAY tooambitiousno planforcampaignendafraid totellplayersYESoveruseof timetraveleverythingis a fetchquestfocusingtoo muchon asingle PCexcessiveworldbuildingtoo manydifferentstat blocksin combatthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toounderestimatingthe playersnotsleepingbefore thesessionover-preppingfor thesessionincoherentNPCmotivationsrelies waytoo muchon improvoverestimatingthe playersoverusesrule ofcoolDMPC's,generallyneverwritesideasdownway toomuchexpositionafraid totellplayersNOmakingdeathmeaninglessdoesn'tread playerbackstoriesdoesn'tvet thecharactersheetsabusing rulezero (DMalways hasfinal say)WAY tooambitiousno planforcampaignendafraid totellplayersYES

Bad DM habits Bingo - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. overuse of time travel
  2. everything is a fetch quest
  3. focusing too much on a single PC
  4. excessive worldbuilding
  5. too many different stat blocks in combat
  6. the DM forgetting they're ALSO a player and their fun matters at the table too
  7. underestimating the players
  8. not sleeping before the session
  9. over-prepping for the session
  10. incoherent NPC motivations
  11. relies way too much on improv
  12. overestimating the players
  13. overuses rule of cool
  14. DMPC's, generally
  15. never writes ideas down
  16. way too much exposition
  17. afraid to tell players NO
  18. making death meaningless
  19. doesn't read player backstories
  20. doesn't vet the character sheets
  21. abusing rule zero (DM always has final say)
  22. WAY too ambitious
  23. no plan for campaign end
  24. afraid to tell players YES