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