Choice 1: Like it says, you can create portals to literally any fictional world at will, with the exception of those that you yourself create or ask others to create for you. Yes, you can come back to the real world at any time, and this ability can be used with no cooldowns or anything like that. The time period you will be transported to is the time period the work is currently taking place in. The drawback? While you're there (or anyone else that decides to come with you), your luck will be so horrifically atrocious that things you didn't even realize could go wrong is going to go wrong.
This bad luck is not guaranteed to hit you right away, but the longer you stay, the more likely that something completely awful happens to you, no matter what you do. By the end of the day, it's basically guaranteed a great tragedy will befall upon you. Warhammer 40k? It turns out that the planet you were transported to was actually *super* important, geopolitically speaking. SCP foundation? Near-instant Scarlet King victim. Berserk? You bet your ass you're gonna get sacrificed.
This also applies to "lighter" worlds too. Animal Crossing? Idk what happens there, I guess something happens entirely out of your control that makes the villagers want to hunt you down. No matter where you go, someway somehow, it will be a borderline deadzone for you.
Choice 2: Your luck is insanely good in the real world, but you cannot go to other worlds. Pretty self-explanatory, you have enough plot armor to put John Wick to shame. "LET'S GO GAMBLING" becomes actually good advice and everything is guaranteed to go your way, or at least the way you want it to go. With this option, life also becomes stress-free in general and no matter what your ambitions are, it is very likely to work out in the end without much effort on your part, with the exception of doing things that are physically impossible (like, say, creating portals to fictional universes).