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Deal's Worth

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Summary

Eric is given the opportunity to modify/create a simulation-world for himself and others to experience. "He can add magic, rules, and other things to his new simulation-world and he can also change the laws of nature, physics, reality and anything else that he wants" when it comes to his simulation-world until the creation of his simulation-world is "completed with his "modifications, rules, and creations" "continuing after his simulation-world's completion" for "all who or that whenever are at his simulation-world"". He realized that he can connect "the simulation-world he created" to other "simulation-worlds that were created/modified by other people who were given the same opportunity". Immerse into the Simulation-multiverse as Eric and others realize the true nature of the opportunity that they were offered. The Simulation is simply a passtime so that the people don't have "prescious long parts of their lives whereby they're ""not being able to interact with people" and "not having great experiences in their lifetime""". It's like so that a “Hospital patient who wakes up 30 years after first being a Hospital patient” doesn't have to find out that they only have like 15 years left to complete their “bucket list”". They might otherwise feel deprived of the "life experiences that they could have had during those 30 years had they not been “not awake” as a Hospital patient”.

Status
Complete
Chapters
7
Rating
n/a
Age Rating
16+

Chapter 1 : "Deal's Worth" Synopsis

Literary Fiction Work titled "Deal's Worth"


by author Mr. Jeffrey Robert Palin Jr.





Chapter 1 : "Deal's Worth" Synopsis



"Deal's Worth" Synopsis:



Eric is given the opportunity to create and modify a simulation-world. Eric's world includes unique features, intertwined systems mechanics, and it connects to other user-created worlds. After falling into a unique medical condition, the VRC, a virtual reality corporation, offers Eric a deal to enter and be a creator regarding the Simulation-multiverse. The Simulation-multiverse is a man-made nexus in which Eric, AGIs, and others are able to interact. Later, in Eric's Universe, a character named Jeff searches for Eric. Eric's completed world creation process had set the foundation for later adventures to occur, enabling Jeff and others to engage with Eric's world and it's elements and features. The Simulation serves as a recreational pastime activity and is ""also designed to prevent individuals from experiencing extended periods of isolation and missed life opportunities whereby it prevents such by addressing the concern of hospital patients who may awaken after prolonged hospitalized states, such as a patient regaining consciousness after 30 years unconscious, only to discover they have limited time remaining (perhaps 15 years) to accomplish their life goals". Without such a simulation, these individuals might feel profoundly deprived of three decades' worth of potential experiences, relationships, and achievements they could have enjoyed had they remained conscious during their hospitalization".




The main story centers on a mysterious VRC organization that makes it possible for people to become universe creators (architects) and to genuinely experience the universes they create through brain-computer interfaces (BCIs) and advanced computer simulation.


The organization is deliberately portrayed as ambiguous. It’s never entirely clear whether its motives extend beyond what is presented on the surface, leaving uncertain whether its true purpose is ultimately benevolent or driven by a hidden, more sinister agenda.


The simulated multiverse provides a strong foundation and plenty of potential for adventures, villains, conflicts, and mysteries. At the same time, it offers plenty of potential for entailing being relatable, thought-provoking, and mind-blowing.


The story begins with Eric, an ordinary man whose life is interrupted by catastrophic injury, leaving him hospitalized in a minimally conscious state. Representatives of the VRC, an organization existing outside reality’s digital simulation, offer him an extraordinary bargain: undergo brain-computer-interface surgery and become the creator of his own simulation universe. Eric accepts, and before entering it he designs not merely a world but an entire metaphysical system governing life, death, identity, morality, magic, and consciousness.


The resulting universe is governed by explicit, permanent rules rather than arbitrary miracles. Magic exists, but never replaces physics—it supplements it through observable physical actions rather than thought alone. Minds remain private; telepathy, magical lie detection, mind control, and punishment for unexpressed thoughts are categorically impossible. Consciousness cannot simply disappear, and no thinking existence truly ceases to exist.


Outside the simulation, natural law permanently binds a conscious being to its biological substrate. Inside the simulation, however, consciousness can continue through different physical forms without duplication. Rather than creating copies, transitions relocate a single continuous controlling thread into new embodiments. Identity therefore persists through continuity of existence, while biological configurations serve as the system’s way of tracking that continuing individual rather than constituting identity themselves. That is the working functional stable design that Eric implemented when it comes to his created universe.


Death is therefore transformed from annihilation into transition when it comes to Eric's Universe:

Every Physical Form 1 thinking existence (except each cursed object) moves through a structured afterlife system consisting of multiple Physical Forms and spirit/soul form. Depending upon the moral evaluation of one’s most recent biological life, a person proceeds toward different post-death possibilities, including “Options 1, 2, or 3”, voluntary service as a wish-granter capable of temporarily returning to Physical Form 1 to grant wishes for the living, or “evil twin” encounter. These transitions never duplicate the individual; one continuing existence simply occupies different forms at different stages.


Eric's Universe's design also reflects Eric's rejection of the concept of thoughtcrime.


The design entails such that justice concerns only externalized physical conduct and its associated intent, never private mental life itself.


Thoughts, fantasies, emotions, desires, beliefs, imaginings, and internal struggles are never punishable simply because they exist. Intent remains important, but only insofar as it can reasonably be inferred from observable conduct, preparation, statements, surrounding circumstances, and physical evidence. A person is judged for poisoning someone—not for privately imagining it. A self-defense claim succeeds or fails according to observable evidence from which fear may reasonably be inferred, not because fear itself becomes independently punishable.


This creates a moral system emphasizing accountability without sacrificing freedom of thought.


Justice therefore operates on conduct brought into the shared world rather than invisible mental phenomena.


The system itself is deliberately non-omniscient.


Rather than magical infallibility, evaluations are ultimately performed by VRC employees outside the simulation, who review observable evidence and determine how Eric’s afterlife rules apply. As required by their employment, those VRC employees are to never disclose, except if disclosing to non-simulated VRC members, “anything that is related to their evaluations, reviewings, and determinations” regarding any afterlife system, but, regarding Eric's Universe, the simulation progresses with the judgements applied to Eric's afterlife system whereby simulation progression-results can be deduced by one despite no actual disclosure. As required by their employment, Eric's Universe's Physical Forms 1, 2, and 3 are never accessible for those VRC employees to be at. Those VRC employees' judgments are administrative rather than supernatural. Human inference replaces divine certainty. This makes justice institutional rather than mystical—capable of error while remaining procedurally legitimate for participants who voluntarily accepted the simulation’s terms.


The simulation is also home to plenty of AGI.


AGI begin existence believing themselves to possess ordinary human histories through implanted false memories. Over time many gradually deduce their artificial nature through encounters and cognitive/functional experience.


Unlike biological minds, AGI are constrained by their digital substrate.


They cannot experience certain forms of suffering—particularly extreme physical agony—the way biological consciousness can. Their greatest vulnerabilities instead might be existential: discovering what they truly are, confronting the nature of their own existence, and deciding what meaning that revelation has.


Thus humans and AGI are not divided by worth but by the kinds of experiences their respective substrates permit.


The novel’s magic system reflects the same philosophy of externally observable action.


Magic cannot simply occur because someone wills it. Every magical effect requires identifiable physical actions, gestures, movements, or spoken utterances unique to the individual. Magical abilities develop through use, possess explicit limitations, and never become limitless. Wishes are similarly constrained by Eric’s permanent worldbuilding rules, ensuring even miraculous events remain internally consistent.


The narrative itself follows Jeff, whose adventures demonstrate Eric’s systems operating in practice.


Jeff’s evolving magical abilities, cursed ring, relationship with Alicia, wishes granted, encounters with wish-granters, battles against powerful opponents, and searching reflect the world’s technical framework through lived experience. Through experience, the rules become consequences.

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