everythingis a fetchquestthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toomakingdeathmeaninglessexcessiveworldbuildingdoesn'tvet thecharactersheetsincoherentNPCmotivationsfocusingtoo muchon asingle PCoverusesrule ofcoolnotsleepingbefore thesessionneverwritesideasdowndoesn'tread playerbackstoriesWAY tooambitiousDMPC's,generallyover-preppingfor thesessionafraid totellplayersNOabusing rulezero (DMalways hasfinal say)relies waytoo muchon improvno planforcampaignendafraid totellplayersYEStoo manydifferentstat blocksin combatoveruseof timetravelway toomuchexpositionoverestimatingthe playersunderestimatingthe playerseverythingis a fetchquestthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toomakingdeathmeaninglessexcessiveworldbuildingdoesn'tvet thecharactersheetsincoherentNPCmotivationsfocusingtoo muchon asingle PCoverusesrule ofcoolnotsleepingbefore thesessionneverwritesideasdowndoesn'tread playerbackstoriesWAY tooambitiousDMPC's,generallyover-preppingfor thesessionafraid totellplayersNOabusing rulezero (DMalways hasfinal say)relies waytoo muchon improvno planforcampaignendafraid totellplayersYEStoo manydifferentstat blocksin combatoveruseof timetravelway toomuchexpositionoverestimatingthe playersunderestimatingthe players

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.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
  1. everything is a fetch quest
  2. the DM forgetting they're ALSO a player and their fun matters at the table too
  3. making death meaningless
  4. excessive worldbuilding
  5. doesn't vet the character sheets
  6. incoherent NPC motivations
  7. focusing too much on a single PC
  8. overuses rule of cool
  9. not sleeping before the session
  10. never writes ideas down
  11. doesn't read player backstories
  12. WAY too ambitious
  13. DMPC's, generally
  14. over-prepping for the session
  15. afraid to tell players NO
  16. abusing rule zero (DM always has final say)
  17. relies way too much on improv
  18. no plan for campaign end
  19. afraid to tell players YES
  20. too many different stat blocks in combat
  21. overuse of time travel
  22. way too much exposition
  23. overestimating the players
  24. underestimating the players