afraid totellplayersYESunderestimatingthe playersincoherentNPCmotivationsoveruseof timetravelno planforcampaignendrelies waytoo muchon improvdoesn'tvet thecharactersheetsfocusingtoo muchon asingle PCabusing rulezero (DMalways hasfinal say)everythingis a fetchquestexcessiveworldbuildingDMPC's,generallyWAY tooambitiousoverusesrule ofcoolnotsleepingbefore thesessionoverestimatingthe playersdoesn'tread playerbackstoriesmakingdeathmeaninglesstoo manydifferentstat blocksin combatthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table tooneverwritesideasdownway toomuchexpositionover-preppingfor thesessionafraid totellplayersNOafraid totellplayersYESunderestimatingthe playersincoherentNPCmotivationsoveruseof timetravelno planforcampaignendrelies waytoo muchon improvdoesn'tvet thecharactersheetsfocusingtoo muchon asingle PCabusing rulezero (DMalways hasfinal say)everythingis a fetchquestexcessiveworldbuildingDMPC's,generallyWAY tooambitiousoverusesrule ofcoolnotsleepingbefore thesessionoverestimatingthe playersdoesn'tread playerbackstoriesmakingdeathmeaninglesstoo manydifferentstat blocksin combatthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table tooneverwritesideasdownway toomuchexpositionover-preppingfor thesessionafraid totellplayersNO

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