underestimatingthe playersdoesn'tvet thecharactersheetsoverusesrule ofcoolincoherentNPCmotivationsafraid totellplayersYESeverythingis a fetchquestdoesn'tread playerbackstoriesfocusingtoo muchon asingle PCtoo manydifferentstat blocksin combatexcessiveworldbuildingoverestimatingthe playersover-preppingfor thesessionabusing rulezero (DMalways hasfinal say)afraid totellplayersNOnotsleepingbefore thesessionmakingdeathmeaninglessway toomuchexpositionrelies waytoo muchon improvWAY tooambitiousthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toono planforcampaignendoveruseof timetravelneverwritesideasdownDMPC's,generallyunderestimatingthe playersdoesn'tvet thecharactersheetsoverusesrule ofcoolincoherentNPCmotivationsafraid totellplayersYESeverythingis a fetchquestdoesn'tread playerbackstoriesfocusingtoo muchon asingle PCtoo manydifferentstat blocksin combatexcessiveworldbuildingoverestimatingthe playersover-preppingfor thesessionabusing rulezero (DMalways hasfinal say)afraid totellplayersNOnotsleepingbefore thesessionmakingdeathmeaninglessway toomuchexpositionrelies waytoo muchon improvWAY tooambitiousthe DMforgettingthey're ALSO aplayer and theirfun matters atthe table toono planforcampaignendoveruseof timetravelneverwritesideasdownDMPC's,generally

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