Category: transhumanism

Interview: Lucas Wilga

Today we’re joined by Lucas Wilga, who also goes by luci online. Lucas is a phenomenal game maker and writer. They create tabletop role-playing games and the first one is entitled Sundown, which sounds fascinating and I highly recommend checking it out. Lucas has recently branched out into writing short stories set in the Sundown universe. It’s clear they’re an incredibly passionate and driven artist, as you’ll soon read. My thanks to them for taking the time to participate in this interview.


Please, tell us about
your art.

I make tabletop role-playing games, and I recently branched
out into writing fiction as well. The first game I’m creating professionally, Sundown, is currently in an open
playtest. It’ll have an official launch sometime next year. It’s light on
rules, and it’s set in this cyberpunk, biotech inspired fantasy setting. It has
transhumanism, politics, and sword cowboys. My work on it is mostly done, so
I’ve started occupying my creative time writing a serial of short stories set
in Sundown, starring a sarcastic
young monster slayer.

What inspires you?

Other games and works of fiction. I’m always itching to
design something new after I read a new game. Sundown itself came out of a modification of a different game I’d
recently picked up at the time.

What got you
interested in your field?  Have you
always wanted to be an artist?

I’ve always been imaginative. I entered the hobby at eleven,
and I started running games and designing adventures at fourteen. This
eventually turned into creating my own games, but I didn’t know I wanted to
make a career out of it until a year ago.

Do you have any kind
of special or unique signature, symbol, or feature you include in your work
that you’d be willing to reveal?

My style is all about keeping people engaged, so my
signature has become brevity. I keep things short and snappy. Whether teaching
a game or weaving a narrative, it pays to avoid toiling too long on the nitty

What advice would you
give young aspiring artists?

Especially when designing a game, start small. Keep your
scope limited. Know what you want to say and cut anything that isn’t in direct
support of it. Don’t overthink it. Don’t spend too long thinking about one
specific thing. Don’t try to create the perfect piece. You’ll burn yourself out
chasing perfection.


Where on the spectrum
do you identify?

I don’t know if there’s a word for this yet, but I’m okay
with sexual things that take place entirely within my imagination. Things like
smut. Sometimes images are okay, too. But I have no desire for, and am usually
repulsed by, sex ‘in real life.’

Have you encountered
any kind of ace prejudice or ignorance in your field?  If so, how do you handle it?

I’ve had folk tell me to tone down the queerness in my work,
but I haven’t really encountered any sort of acephobia. There is a strong queer
independent tabletop role-playing game community, so I don’t really have to try
to sell to, or interact with, non-LGBT+ spaces.

What’s the most
common misconception about asexuality that you’ve encountered?

The most common misconception, I’d say, is the idea that
asexual is synonymous with aromantic. Especially for ace folks in relationships,
it can get tiring to explain the difference.

What advice would you
give to any asexual individuals out there who might be struggling with their

This might be hard advice to follow, but just don’t give it
so much weight. It’s okay for your sexuality to shift or change as you grow as
a person and learn more about yourself.

Finally, where can
people find out more about your work?

Grasswatch Games is the company my two creative partners and
I created to work on Sundown. Its
website, is
the hub for our current work. You can find Sundown
itself there, as well as my first short story. You can also find our Twitter, Facebook, and the Discord server we’re running Sundown’s playtest on.

Thank you, Lucas, for participating in this interview and this project. It’s very much appreciated.