Despite an uncomplicated stat block, the orc can be a complex enemy in fantasy TTRPGs. Are they inherently evil and soulless, or are they citizens of complex cultures that have a somewhat different morality system? I'm not entirely sure where I stand on having orcs in my game. I think I prefer the latter though. I sure have fun playing an orc in Dungeon Dwelling Creatures and like the depiction of orcs in the Elder Scroll games too. But I dislike orcs as generic bad guys. Give something more with specific folklore inspiration or at least a “weird, little guy”!
A whole lot of written modules, especially older TSR modules, use them as enemy combatants that the players are implicitly encouraged to kill and not think about the morality of the situation. This used to be more fun for me, but I've played these types of games long enough that some of the typical fantasy trappings have grown a little tiresome. Besides, if you play a TTRPG game where a PC might be an orc or half-orc then you probably need to find a different kind of bad guy. So I've come up with a 1d20 table of ways that you can reflavor orcs next time you encounter them in a published adventure. Many of these changes are pure flavor, but some minimal stat block changes will be suggested when appropriate.
1. Mundane Humans (roll 1d6 for type):
1. Human bandits. The other "default enemy". But your players are more likely to try talking to them before going straight to violence.
2. Absolute degenerates. They get violent if you don't join in the degeneracy. They believe that you'll tell others about them and sully their good names.
3. Political revolutionaries. They have valid criticisms but you're not sure that they have valid solutions.
4. Charmed villagers. Wizards have no sense of right or wrong.
5. Self-appointed militia. They seek to oppress. You may be able to convince them that you are "one of the good ones" though.
6. Painted men. (Roll 1d3):
1. Mimes. Have the ability to create invisible objects. You may roll to disbelief.
2. Clowns. They honk their noses menacingly. 2d6 reinforcements may emerge from a very small space.
3. Juggalos. Shower you with Faygo.
2. Halfling cannibals. The shortest apex predator known to man.
3. Dwarven outlaws. They leader has a plan to make it rich and make a personal paradise, but they mostly just rob people. Banished from the undermountain.
4. Elven fascists. The short-lived races are simply inferior. They do not entertain fools.
5. Candle men. If the fire atop their head is extinguished, they will die.
6. Vat things. A byproduct of wizard experiments, they are grotesque amalgamations of many fleshes.
7. Clones of just one guy. They only know how to say their own name, but are very teachable.
8. Time Traveling Late Stage Capitalism Corpos. They will harvest the past for quarterly profits.
9. Dismembered troll bits. The troll forgot how to put itself back together so the organs and limbs all attack separately.
10. Crystalline victims. Crystal grows upon them like a moss, piercing into muscle and bones. The crystals whisper to them.
11. Feral vampires. Its been so long since they've had blood. They're insane and weak. Barely any better than your average cannibal.
12. Stranded aliens. This atmosphere is mildly toxic to them. They're getting dumber and dumber.
13. Serpent men. They may use magic and the PCs blood to disguise themselves as the PCs.
14. Infested Husks. Bugs and worms pilot human husks. They need new host bodies or they will lose their hive mind intelligence.
15. Creepy automatons. Human-sized marionettes on invisible strings.
16. Robots. Classic ones with the clamp hands. Yell out their programming directives in a tinny voice.
17. Mutants. Like people, but with more cancerous tumors and super strength.
18. Adolescent hill giants. Not too strong yet but plenty arrogant. Mom or dad is probably nearby and they are the real danger.
19. Frankensteins. The abandoned project of a necromancer.
20. Beast men (roll 1d6):
1. Crab people. Walk like crab. Talk like man.
2. Druks. Yes, like in Temple of 1000 Swords. This adventure would not be as fun if they were just orcs.
3. Weird horses. Human faces are stretched long upon their equine heads. They neigh horrible, pained sounds.
4. Dog faced men. They will eat people, though some try to abstain. The church says they might have souls.
5. Ape-men. Very strong and often psychic.
6. Saurians. Dinosaur men emerged from the hollow earth and want to dominate the surface world.
How do you use orcs in your games?
What Else’s Going On?
Temple of The Sheep God
An adventure for characters level 2-4 for the Shadowdark RPG.
Dinosaur Timeslip 1988
A 0-level dinosaur-apocalypse adventure for Dungeon Crawl Classics tabletop RPG set in New Jersey in the 1980s
What, no pointlessly angry drunks? (As a type of hostile men.)
Prefer my orcs as full of spite and hate, any orcs youngling who deviates is quickly culled through encouraged brutality of their training or sacrifced. Orcish eugenics