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Original post by Extrarius
If you pick a nonstandard mythology, either you're going to have to include a tolkein-sized manual or you're going to have a LOT of players that have no idea what is going on.
I don't know if I agree with that. It's perfectly possible to present something new without bundling it with a 500 pages guide to it. Plenty of books and movies do that, without turning people off. Of course, it requires an amount of skill to present something interesting and draw people into it, but that doesn't mean it's implausible.
How do you think LoTR or Star Wars succeeded? They both managed to invent new universes and actually attract people's attention.
The same goes for Warhammer 40k or the Warcraft orcs mentioned earlier. Or the Discworld books, or Harry Potter. They all invent their own universes, and yet, I don't hear anyone saying they can't achieve success.
In any case, I think the important thing is just to remember to fit in your imagination somewhere. I don't care if the big green monsters are called orcs or lobster-men, but I do care about whether they were actually *made* for this setting, or just copied from something else.
You can call your races orcs and elves as much as you like, as long as they actually have an identity in your world. A good example is Warcraft. Sure, they're called orcs, just like in Tolkien. But they're actually a unique race created specifically for this universe. They're not Tolkien-orcs, despite sharing the same name. Nor are they just generic D&D'ish melee brutes.
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Most of the good ideas I've had or heard of for races come not from inventing something new, but twisting historical cultures together with a fantasy-race stereotype.
I don't even think you need to do that. You can just steal standard Tolkien orcs, and make them your own. That's what Blizzard or Games Workshop did.
They both took this generic "green monster the bad guys use as their main infantry unit", and invented a distinct culture around it. GW made a "completely battle-crazy brute who literally lives to fight anything that moves". Not a particularly realistic or "humanlike" race, but one that fits into the universe, and has its own flavor.
Blizzard created a primitive culture with a lot of human traits. Small shamanistic tribes who aren't actually created to fight someone else's war, like the LoTR orcs are, but leave their dead world and end up sharing another world with a bunch of other races, which obviously creates a lot of tension (Of course, the bit about them being possessed by demons to fight doesn't improve matters).
Both are clearly based on the standard Tolkien orcs, but that doesn't define either of them, it only serves as a starting reference.
The problem only occurs when you steal Tolkien orcs without bothing to make them your own. When they're just "green evil guys with axes", or even the generic <insert generic RPG creation myth here> which somehow manages to give them a history without actually defining the orcs you meet in the game.
That's where it gets boring. When orcs aren't an actual race, but simply a label because "Hey, we needed someone for the player to fight"