TL;DR. When I gamed in California in the late 1970s, orcs were coded as fascists. It wasn’t until later that I encountered them being coded as people of color. Maybe it’s time to explicitly add minority representation to humans and go back to orcs being fascists.
Back in the day orcs were evil, and they were fascists.
I think my TL;DR at the top pretty much catches what I’m
going to say. When I started in what we now call “fantasy” in the mid-to-late
1970s, orcs were a timeless evil creature that helped some big-bad destroy all
that was nice. They were sort of a rot that was destroying the world. Over
time, TTRPGs recoded them to be various minority or – I think, more commonly – as
a generic “visible minority”. Of course, once you do that, you need to stop
making them inherently evil, and they should have normal intelligence, and all
that. But you lose the central conflict of the world, the idea that some
powerful people are manipulating the masses for their own gain and building
armies of thoughtless people to enact their villainy.
Of course we have to separate these two things. We need
visible minorities in games—but they should just be humans. Because… well, do I
even have to say it? But we also need a cancerous evil that creeps through
humanity—of all types—which needs to be fought and defeated.
I’m going to argue that we should just make sure TTRPG
worlds recognize different ethnic and minority groups and then return orcs to
being pig-head, low intelligence bad guys that need to be defeated before they
destroy all that is good in the world.
History of the word, orc. I’m not the best person to
do a deep dive on the origin of the word orc. But Tolkien did not invent it,
instead he grabbed an Old English word that meant something like demon-spirit
or specter or goblin and also sounded cool (he picked it for “phonetic reasons”)
and used that for the servants of various evil Dark Lords. Tolkien scholars say
that he was inconsistent in his notes about where they came from. Sometimes
they were bred by the Dark Lord, other times they were elves corrupted by one
or another Dark Lord, and even occasionally they were elves who were corrupted
“in the wild”. Wikipedia covers this.
However they came to be, they were creatures of good who
became evil. Now Tolkien definitely implied that modern human minorities are in
some way associated with the orcs—and he wasn’t very charitable towards women
either. But I still feel that he portrayed the orcs of the Third Age to be
cruel, obedient followers of a powerful and evil individual.
Tolkien Apologist? It is easy for me to not get
stressed over Tolkien modelling his orcs on minorities. I am certain that he
did. We all have limitations. My father hated Germans, but he was very fond of
African Americans. He was a working-class guy from downtown Detroit. He
appeared to get along swell with American minorities, but he hated Germans. Of
course, there was that time that a German fighter pilot strafed the bridge he
was working on and left him with two holes in his legs which never healed. My
father, like Tolkien, was an imperfect person who suffered through the trauma
of war. Tolkien is an imperfect person, like myself, my father, and everyone
else I know, but with his fiction he was trying to make comments about the
nature of human conflict. It is the positive elements of that message I would
like to focus on, well recognizing that there are negatives that should be
addressed.
Don’t forget half-elves. In Tolkien’s world elves and
humans lived mostly apart, except (I think) there were two cases where an elf
and human got together and created half-elves. I have already written about how
all this is driven by the idea of biological determinism (it is here), and how creating
these fanciful different “races” with their separate origins is not doing anything
good for gaming. But it starts with in D&D, with half-elves. They
are an early entry. The first appear (as I understand it) in Greyhawk in
1974. By 1978 they are a standard feature of TTRPGs. This is when the half-orc
enters the gaming world. So, by 1978 we are already seeing some gamers
switching to “race” as ethic minority.
My Lived-Experience. I started war gaming around 1977
(about age 12) and by 1978 I was deep into TTRPGs. I was in a remote,
university town and spent far more time playing in ancient redwood forests and
along rock seashores that I ever spent in cities—and I had no idea of the
breadth or scoop of the gaming community. But I had access to Runequest,
Original D&D, Basic D&D, lots of Metagaming MicroGames
including Melee and Wizards, and the AD&D Monster Manual.
How were orcs portrayed? And I don’t remember orcs
ever being “stand ins” for people of color or any recognizable minority.
Instead, they were fascists. I grew up in a house with multiple disabled
veterans who had all been involved in fighting fascists—we all knew what and
who they were. At least in my childhood home, the fascists were low
intelligence, mean people who loved law and order, as long as they got to make
the law and bully other people around.
How were orcs coded? For me, the orcs of D&D
were always, basically, the same as the “mutants” of Ralph Bakshi’s movie, Wizards
who were definitely fascists.
But let’s look at the early works. In The Arduin Grimoire, we are told that orcs have Intelligence and Wisdom limited to 4-11 (p.6, on the same 3-18 scale of D&D), so lower than human, but we are also told (p.11) that they, like elves, are immortal, they are savage and treacherous, as well as warlike, quarrelsome, and love to kill. And, interestingly, they are listed as chaotic evil.
In the MicroGame The Fantasy Trip, Melee, Steve
Jackson says it most succinctly, “An orc is just like a human figure—except
evil”
In the early Monster Manual, orcs (p.76) were common,
pig-headed people with pinkish snouts who are brown or brownish green with a
bluish sheen. They are bullies and the stronger will always intimidate and
dominate the weaker. They are lawful evil and only live for 40 years.
I would argue that for TSR, even by 1978 (the year they
released the Monster Manual) they are already starting the shift of orcs
being coded as minorities and not immortal evil. We are told they have
“unpleasant” brown or brownish green skin, and they have a short life span. But
even for TSR in 1978, they were still lawful and evil. They were some hybrid of
the outsider and the fascist. They were low to average intelligence pig-headed
people who kept slaves and loved torture, but they are brown skinned and
prolific (which I would argue are stereotypes held of by many whites of the
African American community, and thus consistent with coding orcs as
minorities).
Let’s make fascism evil again. Whatever their
history, at least for a while in at least one place, orcs were fascists. They
were low intelligence individuals who hated outsiders, who followed their
leader unquestioningly, who opposed those that were not of their tribe. They
were mean bullies and slavers. They were an ageless evil threatening our peace
and security.
Let’s bring that back!
What I am Doing. In my current fantasy game, mean and
evil people are transformed into orcs and goblins. Through the magic of the
Evil powers, the worst humans give themselves over to evil. As they do, they
transform physically and gain certain advantages which they covet. In this
setting, orcs are not an ethnic group, they are people with similar moral
convictions. They are people who give up elements of themselves for various
reasons, in order to be free of needing to respect the rights of others.
Additionally, since the early 1980s, I have always tended to
play d100 games which—mechanically—replace the D&D idea of “race” with
cultures and ethnicities. Instead of different fantasy races or species or whatever
they are, there are ethnic groups that reflect more accurately the variation in
human backgrounds.
Here is one of my old Runequest worlds that I ran through much of the 1990s. There are three ethnic groups mentioned on the map, the Lomaran, Mnar, and the Loskalm. None of them exactly map to any modern groups, they are just the groups of humans in this world. In this world there were never any playable non-human races. These groups created the variation available to the players.
Racial and ethnic mixing in modern communities is for most
of us a common element of our life. Historically, such mixing occurred, but
there were also large homogeneous areas. Personally, since it is a fantasy
world with dragons and wizards and magic and all that other stuff. I’m happy to
just have all my humans be of a heterogeneous mixture of humans and not even
worry about why or how. Half the town are black skinned, others are different
skin tones, and others are white. I’m not worrying about why there are dragons,
why the F should I care about why there are black skinned people in a medieval
European-themed setting.
But what I do care about are the fascists. And yes, the Evil
Overlord is raising an army. And yes, he (or she) is a threat to all that is
free and good. And his pig-headed followers are a threat. They have and will
continue to kill and enslave those weaker than themselves, and yes, your heroes
are free to attack them on sight.
As always, think you for reading this and please feel free to
leave any comments below.
Really great post. I'm seriously reconsidering how I use both Orcs and Half-Elves in my games.
ReplyDeleteThanks. I have another post here--which is very game specific--but it is the cult I use in d100 games that transforms evil people into orcs, goblins, and kobolds. (https://ruduswritings.blogspot.com/2025/01/evil-on-borderland-cult.html)
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