While he tries to recover from the "lifesizing difficulties" caused by his addiction to virtual-reality games, Grayling is working at the Chamber - part of a government-sponsored scheme to maximise contentment by taking the risks out of suicide.
After years of escapism, Grayling is finally making himself useful to society; but, with the world in its present state, the temptation of former vices and the very special assignment he's been given, how much real reality can he take?
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