(Note, this is part 10 of a series called “Quantum Life,” in which I post the contents of a strange ‘guide book’ I found for a game called “Quantum Life.” It is in English, which the book calls a “Quantum Life language,” unable to capture all thecomplexities of the world as it really is. I’m not sure where this book came from). Picking up where I left off, the next section in this ‘guidebook’ is “Evil”
Perhaps the most difficult to understand aspect of the Quantum Life world is the existence of evil. Evil is defined as volitional cruelty to others, either for personal gain or out of a desire to see others suffer. Since there is a fundamental unity to all existence any act against another is an act against oneself. The consequences of such action are immediate and clear, and thus absurd in the real world. Evil does not exist.
Yet in the Quantum Life world there is separation between action and consequence. As explained earlier, part of creating the experience of separateness and individuality requires breaking conscious knowledge of the inherent unity of all existence. This requires disguising cause and effect; one sees cause and effect in material terms in the Quantum Life world without understanding the deeper impact of action. Evil can appear rational and effective.
Yet to reap the benefits of Quantum Life – choice, the experience of individualism, sensation, and volitional partnership with others, evil is a necessary attribute of the game.
The Law of Karma
Ultimately even in Quantum Life one has to experience the consequence of any choice made. However, to maintain the illusion of separation, the consequences are often felt much later, often in a different round of play (or lifetime). “Later” here refers to the flow of the game. Since players can choose to return to the game at an earlier time the consequence may appear earlier than the action in a Quantum Life frame of reference.
For instance, in the game many people come to believe that material possessions yield happiness. To get those, they may take something from someone else (stealing). Ultimately something will be taken from them, and the person who was stolen from will gain. The balance or justice of karma remains hidden because the mechanism appears arbitrary. Due to the illusion of separation it may appear that A has taken something from B, but later has something taken due to something else, perhaps a natural disaster. The events appear unrelated.
For that reason, karma is not self-evident and people can choose a path of cruelty and evil.
Why Choose Evil?
Players do not come into the game predisposed towards evil. Due to the unity of all, players are inherently drawn too each other as social creatures. That is what allows for the joy and learning that players experience in the game. Fear leads players off track.
Earlier in the guide fear was defined: “Fear is unique to Quantum Life. It is a state of utter uncertainty about existence, ones’ own value, what will happen next, and what could happen. In Quantum Life it is easy to imagine numerous experiences that would be painful, and fear acting lest they become ones’ reality. Lacking the core inner knowledge we all have about the nature of reality, Quantum Life strips the soul bare, leaving it uncertain and afraid. Only through experience does one learn at every level to overcome fear.”
A possible consequence of fear is evil. People attempt to overcome a perceived emptiness by achieving material excess, controlling others, or even doing purposeful harm to others. Fear can manifest itself as evil on the individual level or through group actions. In the game, evil appears to be a force in and of itself, powerful and perhaps stronger than “good.” Good is defined as acting in accord with our inherent unity, even if that unity is hidden by the structure of the Quantum Life game.
In the game, karma acts to work through the consequences of all action, good or evil, in a way that allows people to learn to recognize the inherent unity despite the game’s illusion of separateness. As such, it’s a complex web of interactions designed to create opportunities to learn and understand, rather than a retributive force requiring one to pay for ones’ acts. The highest form of learning involves grace and forgiveness.
Forgiveness occurs when an individual accepts that another did harm, but does not require retribution within the game. Grace is when one chooses to make retribution to another for an act committed by someone else. Learning the power of grace and forgiveness comes from overcoming fear. Grace and forgiveness also soften the karmic “debt.” Given the inherent unity of all, showing grace and forgiveness to others also extends it to the self. Although not self-evident within the game, players learn over time that grace and forgiveness are the most powerful and beneficial actions possible within the game.
(OK, enough transcribing from this strange ‘guidebook’ or ‘manual’ I found for today.)