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