overusesrule ofcoolneverwritesideasdowndoesn'tread playerbackstoriesdoesn'tvet thecharactersheetsDMPC's,generallyafraid totellplayersYESoveruseof timetravelnotsleepingbefore thesessionthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toono planforcampaignendtoo manydifferentstat blocksin combatway toomuchexpositionabusing rulezero (DMalways hasfinal say)excessiveworldbuildingfocusingtoo muchon asingle PCrelies waytoo muchon improvunderestimatingthe playersincoherentNPCmotivationsWAY tooambitiouseverythingis a fetchquestmakingdeathmeaninglessoverestimatingthe playersafraid totellplayersNOover-preppingfor thesessionoverusesrule ofcoolneverwritesideasdowndoesn'tread playerbackstoriesdoesn'tvet thecharactersheetsDMPC's,generallyafraid totellplayersYESoveruseof timetravelnotsleepingbefore thesessionthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toono planforcampaignendtoo manydifferentstat blocksin combatway toomuchexpositionabusing rulezero (DMalways hasfinal say)excessiveworldbuildingfocusingtoo muchon asingle PCrelies waytoo muchon improvunderestimatingthe playersincoherentNPCmotivationsWAY tooambitiouseverythingis a fetchquestmakingdeathmeaninglessoverestimatingthe playersafraid totellplayersNOover-preppingfor thesession

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