- Location
- Lithuania
Exactly like social mobility differs between different settings (or real world countries), the power mobility of different settings also differ. While a society with high social mobility allows for a lower social status person to archive higher social status, in turn receiving a certain upgrades to their influence and/or power, I would like to narrow the question down to power in the fantastical sense - special powers, magical ability, fantastical properties and the ease in which they are gained, bargained for and lost. Social mobility, of course, can influence this with ease of access to certain types of power. (A king of a fantasy land could commission magical items while not being in any way magical)
In brief, I would like to find a setting that offers the most power mobility for an outsider - refer to the thread name. I hope to share some thoughts I have been able to conjure up on the matter. These are, in a very real sense, incomplete, as the multitude of settings and realms available in fiction boggles the mind, and that plentitude is one of the main reasons for posting this in a popular forum. Maybe I'll get an answer I was looking for, or an interesting discussion will spark. We'll see.
To start us off, I will explain the choice of the word "outsider" in this question with a short aside about the trope of a chosen-one. The chosen-one, in general, has a lot of internal forces stacked in his favor. While a popular trope would have a farmer boy become a magical powerhouse and leader of armies (for example, the titular Eragon finds a dragon and binds with her, gaining access to magic), we must acknowledge that this is either a cause of fate or otherwise a purely narrative advantage, making the rise in power an exception rather than a rule. When the plot conspires for a character to raise to power - he will do so, regardless of the overall power-mobility of the settings.
In this way, I feel like being a chosen-one is already a power position, so I must ask to discount them in future considerations.
In contrast, if any peasant could become a magical dragon-rider with a reasonably high degree of certainty, we would have a setting of high power mobility, but such universes are exceedingly rare.
In this sense, please consider the "outsider" as a normal, average real-world human, with average human skills. The outsider is not a chosen one, and for an extra complication, even if the setting has everyone casting magic, the outsider does not automatically learn spells by the virtue of arriving at the setting. (I will expand on this last one in a bit).
If you introduce this outsider to the setting, will he be able to gain power? Which setting would give our outsider an easiest time to achieve magical greatness?
At this point, some of you might be saying "hang on, Nauro, are you talking about isekai?". In a sense, yes.
So... let's touch the genre of isekai for a bit. And, by extension, this applies to a lot of self-Insert fiction, so consider that covered as well.
Most isekai and SI cheat. These are the very same chosen-one types, chosen by the narrative to come to power just by the virtue of crossing over. These outsiders gain power by the act of entering the setting alone, either by being reborn in an already powerful character (a popular subset of SI) or by being in the exactly right place at the exactly right time. The outsider thus is either a participant of the prophesy or is gifted specific, usually already very powerful tools or abilities with no proactiveness on their part. I'm only interested in the cases where the isekai do not cheat.
One thing I have not defined so far, is the knowledge the outsider has of the setting. This is one area where I am bit lenient, but specific, encyclopedic foreknowledge of the future is a sort of power upon itself, so let's keep it down low, ok? Trope level knowledge is fine, I think, but this should not assume automatic genre-savviness. Average-humans know of fiction, and should a world they find themselves in be in any way different from the real-world, they would certainly notice something.
To summarize:
2. How?
The amount of power "available" and the ease of getting it is what I am interested in.
I have an existing preconception that most settings will neither allow for the gain of power or will limit, but please prove me wrong.
To close off the definition and question part of the post, I will provide a few examples. This is the part where the example list could be expanded indefinitely.
A few examples In increasing order of power mobility with commentary:
Star Wars
Powers: The Force
Regular people do not know how to use the force, even if they desire the power of the dark side. If midi-chlorians do not choose you, you will not get anything.
I will not count access to sufficiently high technology as magic in this thread.
Outsider Power Mobility 0/10
Re:Zer0
Powers: Magic, Other (?)
A token isekai setting example. Very dangerous setting, with high mortality, or at least it has been presented as such. Provided the outsider survives his first few days, the existance of magical items is a possibility, but otherwise there's a lot of very dangerous trouble in the setting.
Outsider Power Mobility 1/10
Harry Potter
Powers: Magic
Regular people do not know magic exits. Could be indistinguishable from the real world.
Non-magical people can get access to magic only when living with wizards. Most magical creatures are lethal for muggles and are a threat rather than a power-up. The setting does not boast with magical items made for muggle perusal.
Getting access to power would only work in cases of finding a wizard or witch to befriend/marry and getting them to do magic for you. Can't even make potions without a working wand.
Outsider Power Mobility 1/10
Dresden Files
Powers: Magic, Contracts, Demons, Fae
The problem with the 'masquerade' of the setting is huge and nearly insurmountable as the powers try to keep it that way.
The world of Dresden Files, for the most moral observers would be indistinguishable from the real world. The magical aspects of it stay away from the mortals until they don't.
That said, there are a handful of powerful beings which could lend out power - seemingly to anyone they find interesting.
Chances of an average person stumbling on one of these opportunities is very low, even if you include the years when you could find the Wizard Dresden in the yellow papers, he wouldn't be a good agent to recommend a future contractor, be it fae or literal fallen angel coins. At least if the outsider stumbles upon something magical, there's a chance of increasing their power in the future.
Outsider Power Mobility 2/10
World of Darkness
(Vampire, Werewolf, Changeling, Mage)
Powers: Vampyrism, Lycantropy, Magic, Infernal, etc
Same masquerade problem as with Dresden Files, but you are more likely to become accidental food.
Tiny chance to become a vampire via embrace. Mages, Fae and Werewolf are not made but born/chosen. There are no easy textbooks for eternal damnation.
Even if the outsider stumbles upon a power boost, they are likely to die before any growth in power.
Outsider Power Mobility 2/10
The Elder Scrolls Series
Powers: Magic, Alchemy
It is questionable if an average-human would be able to generate magic, so direct spellcasting is probably out. Magical items exist, and alchemy seems to not require magic to use. Enchanting is questionable too, probably not something one can do.
If potion exploits from the game exist, selling expensive potions and getting enchanters to enchant things for you might be pretty powerful. Likely to be killed by overzealous guards or bandits.
Outsider Power Mobility 5/10
Dungeons and Dragons
Powers: Arcane, Divine, etc
Magical items. Gods that can become patrons for believers. Entities that you could sign contracts with an become a warlock. Many dangerous ways to gain power.
The universe has wish-granting powers and creatures. Average human can become a casualty of the setting, but they also could score a magical patron or equipment, provided they are not risk-averse. Probably one of the best options.
Outsider Power Mobility 6/10
In brief, I would like to find a setting that offers the most power mobility for an outsider - refer to the thread name. I hope to share some thoughts I have been able to conjure up on the matter. These are, in a very real sense, incomplete, as the multitude of settings and realms available in fiction boggles the mind, and that plentitude is one of the main reasons for posting this in a popular forum. Maybe I'll get an answer I was looking for, or an interesting discussion will spark. We'll see.
To start us off, I will explain the choice of the word "outsider" in this question with a short aside about the trope of a chosen-one. The chosen-one, in general, has a lot of internal forces stacked in his favor. While a popular trope would have a farmer boy become a magical powerhouse and leader of armies (for example, the titular Eragon finds a dragon and binds with her, gaining access to magic), we must acknowledge that this is either a cause of fate or otherwise a purely narrative advantage, making the rise in power an exception rather than a rule. When the plot conspires for a character to raise to power - he will do so, regardless of the overall power-mobility of the settings.
In this way, I feel like being a chosen-one is already a power position, so I must ask to discount them in future considerations.
In contrast, if any peasant could become a magical dragon-rider with a reasonably high degree of certainty, we would have a setting of high power mobility, but such universes are exceedingly rare.
In this sense, please consider the "outsider" as a normal, average real-world human, with average human skills. The outsider is not a chosen one, and for an extra complication, even if the setting has everyone casting magic, the outsider does not automatically learn spells by the virtue of arriving at the setting. (I will expand on this last one in a bit).
If you introduce this outsider to the setting, will he be able to gain power? Which setting would give our outsider an easiest time to achieve magical greatness?
At this point, some of you might be saying "hang on, Nauro, are you talking about isekai?". In a sense, yes.
So... let's touch the genre of isekai for a bit. And, by extension, this applies to a lot of self-Insert fiction, so consider that covered as well.
Most isekai and SI cheat. These are the very same chosen-one types, chosen by the narrative to come to power just by the virtue of crossing over. These outsiders gain power by the act of entering the setting alone, either by being reborn in an already powerful character (a popular subset of SI) or by being in the exactly right place at the exactly right time. The outsider thus is either a participant of the prophesy or is gifted specific, usually already very powerful tools or abilities with no proactiveness on their part. I'm only interested in the cases where the isekai do not cheat.
One thing I have not defined so far, is the knowledge the outsider has of the setting. This is one area where I am bit lenient, but specific, encyclopedic foreknowledge of the future is a sort of power upon itself, so let's keep it down low, ok? Trope level knowledge is fine, I think, but this should not assume automatic genre-savviness. Average-humans know of fiction, and should a world they find themselves in be in any way different from the real-world, they would certainly notice something.
To summarize:
- We have an outsider, real-world-like average-human (or just a human from a real world).
- We choose a setting the outsider arrives in, preferably one with fantastical elements that allow for magic/chi/chakra/abilities that we here generalize and call power.
- They arrive with zero or minimal knowledge of the specifics of the setting, but they are aware of the otherworldliness
- They do not gain any powers and do not "become" a main character with all the plot-conveniences that would cause
- Assume they spend at least some time seeking out power.
2. How?
The amount of power "available" and the ease of getting it is what I am interested in.
I have an existing preconception that most settings will neither allow for the gain of power or will limit, but please prove me wrong.
To close off the definition and question part of the post, I will provide a few examples. This is the part where the example list could be expanded indefinitely.
A few examples In increasing order of power mobility with commentary:
Star Wars
Powers: The Force
Regular people do not know how to use the force, even if they desire the power of the dark side. If midi-chlorians do not choose you, you will not get anything.
I will not count access to sufficiently high technology as magic in this thread.
Outsider Power Mobility 0/10
Re:Zer0
Powers: Magic, Other (?)
A token isekai setting example. Very dangerous setting, with high mortality, or at least it has been presented as such. Provided the outsider survives his first few days, the existance of magical items is a possibility, but otherwise there's a lot of very dangerous trouble in the setting.
Outsider Power Mobility 1/10
Harry Potter
Powers: Magic
Regular people do not know magic exits. Could be indistinguishable from the real world.
Non-magical people can get access to magic only when living with wizards. Most magical creatures are lethal for muggles and are a threat rather than a power-up. The setting does not boast with magical items made for muggle perusal.
Getting access to power would only work in cases of finding a wizard or witch to befriend/marry and getting them to do magic for you. Can't even make potions without a working wand.
Outsider Power Mobility 1/10
Dresden Files
Powers: Magic, Contracts, Demons, Fae
The problem with the 'masquerade' of the setting is huge and nearly insurmountable as the powers try to keep it that way.
The world of Dresden Files, for the most moral observers would be indistinguishable from the real world. The magical aspects of it stay away from the mortals until they don't.
That said, there are a handful of powerful beings which could lend out power - seemingly to anyone they find interesting.
Chances of an average person stumbling on one of these opportunities is very low, even if you include the years when you could find the Wizard Dresden in the yellow papers, he wouldn't be a good agent to recommend a future contractor, be it fae or literal fallen angel coins. At least if the outsider stumbles upon something magical, there's a chance of increasing their power in the future.
Outsider Power Mobility 2/10
World of Darkness
(Vampire, Werewolf, Changeling, Mage)
Powers: Vampyrism, Lycantropy, Magic, Infernal, etc
Same masquerade problem as with Dresden Files, but you are more likely to become accidental food.
Tiny chance to become a vampire via embrace. Mages, Fae and Werewolf are not made but born/chosen. There are no easy textbooks for eternal damnation.
Even if the outsider stumbles upon a power boost, they are likely to die before any growth in power.
Outsider Power Mobility 2/10
The Elder Scrolls Series
Powers: Magic, Alchemy
It is questionable if an average-human would be able to generate magic, so direct spellcasting is probably out. Magical items exist, and alchemy seems to not require magic to use. Enchanting is questionable too, probably not something one can do.
If potion exploits from the game exist, selling expensive potions and getting enchanters to enchant things for you might be pretty powerful. Likely to be killed by overzealous guards or bandits.
Outsider Power Mobility 5/10
Dungeons and Dragons
Powers: Arcane, Divine, etc
Magical items. Gods that can become patrons for believers. Entities that you could sign contracts with an become a warlock. Many dangerous ways to gain power.
The universe has wish-granting powers and creatures. Average human can become a casualty of the setting, but they also could score a magical patron or equipment, provided they are not risk-averse. Probably one of the best options.
Outsider Power Mobility 6/10