overusesrule ofcoolfocusingtoo muchon asingle PCtoo manydifferentstat blocksin combatafraid totellplayersYESunderestimatingthe playerseverythingis a fetchquestDMPC's,generallyoverestimatingthe playersnotsleepingbefore thesessiondoesn'tread playerbackstoriesafraid totellplayersNOmakingdeathmeaninglessWAY tooambitiousabusing rulezero (DMalways hasfinal say)over-preppingfor thesessionno planforcampaignendway toomuchexpositionneverwritesideasdownincoherentNPCmotivationsexcessiveworldbuildingoveruseof timetraveldoesn'tvet thecharactersheetsthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toorelies waytoo muchon improvoverusesrule ofcoolfocusingtoo muchon asingle PCtoo manydifferentstat blocksin combatafraid totellplayersYESunderestimatingthe playerseverythingis a fetchquestDMPC's,generallyoverestimatingthe playersnotsleepingbefore thesessiondoesn'tread playerbackstoriesafraid totellplayersNOmakingdeathmeaninglessWAY tooambitiousabusing rulezero (DMalways hasfinal say)over-preppingfor thesessionno planforcampaignendway toomuchexpositionneverwritesideasdownincoherentNPCmotivationsexcessiveworldbuildingoveruseof timetraveldoesn'tvet thecharactersheetsthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toorelies waytoo muchon improv

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