Great ideas everyone!
-Dark Woods - Nasty wilds kind of thing. Anything outside of city limits is harsh. Maybe a Wandering Monsters as a kind of dungeon analogue?
I've been mulling a Points of Light quality. This might dovetail nicely into that.
-Wild Magic - Always fun, I'd like varying levels from occasional whoops to 'do i really need this spell?'
This instantly sparked a mechanic. Thanks!
- I'd like campaign qualities that resonate or conflict with certain alignments or allegiances. Also for elemental affinities.
Care to offer a couple examples of what you're looking for here?
-A quality that grants action dice for certain types of actions? Self-sacrifice, heroics, bond villainy activities, religious devotion, etc. If triumphs are still around maybe lower the triumph threshold for those things?
This is a matter of table preference, honestly, and it's all possible without qualities. I may expound a bit more about this in the new Awarding Action Dice section.
-Friend of a Friend - Figure out that the NPC shared a dorm at wizard school with your cousin for a semester or something to that effect.
Solid.
- Grabbing just what you need out of your pockets.
Great place for the old Common Item mechanic!
-Divine Intervention
Already on the list. It was, in fact, one of the first things added.

-Something to represent a very reactive/responsive police
This could probably be handled as a complication.
Nice.
Ancestral items - Whatever this item was, you inherited it from someone else. It MAY be an item of power, or it may be mundane (GMs discretion) however, there are those out there who also covet the item, and they will try to retrieve it. This could be something like the Weapons of Legacy in D&D. As you learn more about it, it may gain in power, but as it exhibits more power, more and more people become interested in taking it. This could also a more generic subplot, like a Coveted Artifact.
Coveted Item is good.
Brother against Brother - An old friend is now in the employ of one of your enemies. Neither of you wants to have to face the other, but you are now working at cross-purposes and the confrontation may be unavoidable. If it comes down to it, would you sacrifice the mission, or sacrifice your friend?
Rival covers this nicely. The rest is how you apply it.
Extended Family - There are a few people left in the world whose parents and siblings have NOT been killed by orcs and you are one of these people. Most of the time your family doesn't cause any trouble, but someone out there, someone who has a reason to hate you, has decided to take it out on them instead.
I'd make this Trouble at Home so it covered problems with family, guilds, whatever.
Obligation - You owe someone a big favor. Maybe it is to the diplomat or lord who arranged your last ransom or to the innkeeper who hid you away in his wine cellar from your enemies. One day, they may need you to return the favor.
On the list.
Old Wound - In a recent battle, you suffered a near-fatal wound and it has yet to fully heal. Even magic hasn't helped. The tissue is all healed, but something didn't quite set right. You'll need to find an extremely skilled physician or powerful healer to try to mend it. Depending on the nature of the injury, this could provide various penalties.
Hm...
Under the Shadow
Evil has overrun most of the free people. An alliance of the last survivors fights against all odds, cornered and beaten they nevertheless won’t give up.
Yeah, Points of Light is pretty much a lock at this point.
Specific magic for specific races
Men can only be wizards
Elfs = Channelers
and so on….
Definitely a world building choice rather than campaign quality.
Ubiquitous Magic
Everyone knows a cantrip or two...
All characters know a number of Level 0 spells from any School equal to thier Wisdom modifier (minimum 1).
Blood and Guts
Medieval combat is messy and invariably lethal and disfiguring.
Anyone who suffers damage to their wound points must immediately roll on te table of ouch, adding the damage taken to thier roll.
These have potential.
Subplots:
The King in Exile. Aragorn has long been my favorite Lord of the Rings character.
True Identity
Subplots
Trial of Tears - You are sent on a quest to unlock your full potential... hmm that might work as a full on adventure in and of it self.
Isn't that
every adventure? Seriously though, this one's problematic as Subplots can't add increase a PC's relative power.
Complications
Suspicious Locals.
From the nosy old midwife, all the way up to the town sheriff making it difficult to get information or conduct the business you are attempting.
Critter Raid!
Attack of the local nuisance, be it Goblins, Orcs, Jhinka, Men with sticks, or just plain old homicidal sheep. The players have to rather quickly assist the locals (who were suspicious earlier!) in fending off the raid.
We can work with these.
Sub-plots:
- Robin Hood - Possibly my favorite 'hero of yore'. You've done something to make the common folks love you.. and the people in charge want you dead.
Hero of the People. Totally doable.
- Perhaps something along the idea of Knighthood / Samurai? Sworn to a fuedal lord, church, etc etc.
We have Squire and Apprentice now but I could see those expanding into a general Servant Subplot.
- Something to play off the idea of my all time favorite Disney movie "The Three Musketeers". ...hey.. I saw that snicker. It was a good movie!
Please expand on this idea. What do you envision this quality might
do? Conceptually (don't worry about mechanics).
- A quality that binds the players to a code of honor.
So long as it binds everyone else as well, then it's a quality. Otherwise it's a Subplot.
Complications:
- Something to dabble / screw up social interactions & skills. Being all cordial at a Duke's Ball.. when your other team mate accidently sneezes right in the face of the Countess.. or something..
Sounds like it bleeds back into the previous suggestion.
Campaign Quality -- Translational Fantasy: A classic. The characters are ordinary folks from the modern world, suddenly whisked away to a medieval or Renaissance world.
Default play, so no quality is required.

Campaign Quality -- The Chosen One: The prophecies spoke of your birth, and now you've come of age. Only you can defeat the Dark One, end the Dark Times, stop the Dark Armies, and usher in a new Golden Age. No pressure, though.
Chosen's been on my list since the first draft.

Campaign Quality -- Champions of Opposing Philosophies: In this world, each hero stands for an ideal, whether that's the writings of an ancient philosopher, an abstract ideal like Law or Peace, or the edicts of a religious sect. Characters earn Action Dice by supporting their philosophy through action, and lose Action Dice by taking actions opposed to their philosophy. Good for drama and abstract discussion, as long as the philosophies are fairly well fleshed-out but not rigid and inflexible.
Plays into Alignment but we might be able to dabble with the idea.
Thanks! Looking forward to more ideas!