Easy Being Green: Orcs are Back in Fantasy Gaming - Let's Hear it for DaBoyz
by Don Bassingthwaite
Originally appeared in Black Gate Magazine #2 (Feature Gaming Article).
Reproduced by permission of New Epoch Press.

Orcs are ugly human-like creatures who look like a combination of animal and man. Orcs are nocturnal (usually sleeping in the day and active at night or in the dark), and prefer to live underground... They have bad tempers and do not like other living things; they will often kill something for their own amusement. They are afraid of anything which looks larger and stronger than they are, but may be forced to fight by their leaders.

Those words, from the Dungeons & Dragons Basic Rulebook (the "red book" from the boxed set put out by TSR in 1980) were my first introduction to the classic evil humanoid of fantasy roleplaying. Oh sure, there were other evil humanoids in D&D at the time - orcs shared the limelight with kobolds, goblins, hobgoblins, and bugbears in The Keep on the Borderlands adventure from the same boxed set. Somehow though, those other monsters just never had the appeal of orcs. Kobolds and goblins were too weak to be much of a challenge, bugbears too tough for novice players, and hobgoblins... well, how could you respect anything with a blue nose?

Orcs, on the other hand, had a strange sort of class to them. They were a challenge to low-level characters but not too much of a challenge. They were vicious but cowardly, somewhat intelligent, and evil to the core. In higher level adventures, they were the expendable henchmen of countless villains. And they had a society. One of the first issues of Dragon magazine I ever bought featured the gods of the orcs in all their gory glory. Suddenly, orcs weren't just an armour class to be beaten and hit points to be destroyed, but a race on par with humans, dwarves, and elves. Nor, of course, did it hurt that orcs had an impeccable fantasy pedigree, vaulting into roleplaying games from the hallowed pages of The Hobbit and Lord of the Rings (the source, apparently, of many classic orc traits, including their infamous conflict with elves - Tolkien described the first orcs as being created from elven captives).

For all that though, orcs still somehow remained little more than cannon fodder. After all, they were still cowards and bullies, their lairs were always described as filthy and unkempt, and while they might not have had blue noses, they did bear a marked resemblance to green, bipedal pigs. There wasn't much to make them sympathetic characters. They were still just monsters. Sure, you could play a half-orc in first edition Advanced Dungeons & Dragons, but nobody liked you, your class options were limited, your special abilities barely put you above a human, and to top it all off, you were as ugly as sin.

When half-orcs vanished altogether in the second edition of AD&D, the bloom was definitely off the green rose. Orcs just seemed to slip into the background. They were still there, ready to trot out whenever a villain needed masses of troops or elves needed their traditional enemy, but they were never the focus. New evils rose up. In AD&D, drow, mindflayers, and other evil creatures toppled orcs from the bad guy power chain. Some popular settings, like Dark Sun and Dragonlance, didn't bother with orcs at all, while others found more three-dimensional foes in evil human characters. Eventually, half-orcs did come back as an AD&D player race, but only as an option in a confusing add-on system. Gaming as a whole turned away from fantasy, and thus orcs. Orcs lingered in a few games, like FASA's Earthdawn and Shadowrun, but for me at least, they never seemed to have the same oomph.

But hold onto your hat and put on a clean pair of pants. Orcs are back and back big.

Terrorizing a New Millennium

I don't think there's a gamer out there who could not have been aware of the big roleplaying game release for 2000. Dungeons & Dragons came back in a third edition (having lost the Advanced somewhere along the way) and with it came the fantasy role-player's ability to step into the big, smelly boots of a half-orc - a vastly improved half-orc. Now, as with all other races in D&D 3E, they have no restrictions to their choice of class. Their special abilities might not be substantially changed, but they are fleshed out as a race and culture and are not so universally disliked. Best of all, they might still be ugly but they're ugly in a good way. For years my image of the typical half-orc was based on the lanky, half-obscured, flat-faced creature illustrated in the AD&D first edition Player's Handbook. The hulking, tusked brutes - male and female - drawn by Todd Lockwood for the third edition Player's Handbook replaced that image in a second.

Full-blooded orcs have a new lease on life in D&D 3E as well. They have a distinct identity now, not just as minions interchangeable with goblins or hobgoblins, but as warring tribes with a barbarian-type culture. They're not necessarily evil and short sample adventures that have appeared on Wizards of the Coast's web site paint a picture of an orc tribe that trades with a nearby human village. These are fleshed-out creatures with a place in the world. A dungeonmaster can have fun with these orcs!

But the orc renaissance goes beyond the D&D machine. Not one but two games featuring orcs as player characters were premiered at the 2000 GenCon, Ork! from Green Ronin Publishing and Orkworld from Wicked Press. The pre-eminent wargaming company, Games Workshop, released a sixth edition of their Warhammer fantasy battles game in 2000 and orc troops replaced the lizardman that had been included in the fifth edition boxed set. Naturally, an updated supplement detailing the full army wasn't far behind and Warhammer Armies: Orcs and Goblins was released last fall. Beyond the realm of gaming, orcs are stepping to the fore in fantasy fiction as well with the three books of Stan Nicholls' Orcs: First Blood series.

What is it with the return of orcs? After lingering in the shadows so long, what has brought them howling back? For one thing, I think, they're not just villains anymore. Orcs can be anti-heroes. Much in the same way that Klingons have found an enduring place in the fan culture of Star Trek, orcs may be mean and nasty, but at the same time they have a certain savage dignity - or comic savagery, depending on how you look at them. They're the bad guys you love to hate and the good guys so wild they're only a step away from villainy.

Granted this is nothing new. The Klingons have been around for years and there's no lack of anti-heroes in fantasy roleplaying. Drow, the dark elves of Dungeons & Dragons, have developed something a cult following in the last decade. Initially heartless, cold, and cruel, they've since taken on an appealing aura of exotic honour. The best-loved dark elves, like R.A. Salvatore's signature character Drizzt Do'Urden from his novels for Wizards of the Coast, maintain this exotic appeal while struggling against type. Why, then, aren't there new roleplaying games being introduced called Drow! or Drow-world?

Perhaps drow have had their time in the sun (if you'll pardon the expression) as fantasy anti-heroes. If anti-heroes rise as reflections to symbols of authority, dark elves were the perfect foil for the corporate Eighties and early Nineties - free spirits breaking away from cool, calculating evil. As the legendary corporate excesses of that time waned in the later Nineties, however, it could be argued that drow anti-heroes no longer had the same significance. Now the business suit has given way to business casual, corporate powerbrokers to software designers, ruthlessness to warm and fuzzy consideration. For all that, however, there is perhaps an increased sense of the demands of proper social behaviour upon us at the same time that the ability to make social change (small or large) is being constricted. Wouldn't it be nice to tell your manager to screw his deadline? Wouldn't it be great to say whatever you wanted, however you wanted? Wouldn't it be fantastic to wade into some ridiculous political wrangling, knock a few heads together, and tell politicians they're acting like babies? Wouldn't it be wonderful sometimes to be a loud, crude, barbarian lout?

Wouldn't you like to be an orc?

The Green Horde: Warhammer and Warhammer 40,000

For those who don't know it, Warhammer is a tabletop game of fantasy battles produced by Games Workshop. Its cousin, Warhammer 40,000, is a game of far-future battles. Both games involve, essentially, collecting an army of miniatures and marching them into war. There's a good deal of strategy involved, of course, and more than one army to collect. Naturally the army that concerns us the most here are the Orcs (capitalized in this game) and their far-future counterparts, the Orks. Because Warhammer is a war game rather than a role-playing game (a Warhammer Fantasy Role-play game does exist, produced by Hogshead Publishing, but orcs are strictly monsters), you might think that the opportunity to indulge in the role of the orc would be lost. Not so.

Warhammer puts you into the roaring, ravaging role of the Orc on a big scale. Although not role-playing as a D&D player might conceive of it, there is a distinct culture attached to each Warhammer army. Games Workshop publishes army books for each available army and in the strictest game sense, the function of these books is to provide rules and statistics for the army as a whole and for the different types of models of which it is composed. Beyond that, however, they place the army within the rich context of the Warhammeror Warhammer 40,000world, providing it with a culture and history. With this kind of background, a player can really get into the character of his army, not just as a strategist but as a part of it.

And who wouldn't want to be part of an Orc horde? This is gleeful mayhem at its best. An Orc horde is properly called a Waaagh! and if the Orcs of a Waaagh! aren't fighting an enemy, chances are they're fighting themselves - and that's encoded in the rules! Some of them ride wild, bad-tempered, flatulent boars. Some of their Goblin cousins work themselves up into a suicidal frenzy by chugging a magical fungus beer. Orc shamans can tap into the wild power of the Waaagh! to fuel their magic so long as it doesn't make their heads explode. In the Warhammer 40,000game, Orks can be found driving cobbled-together war machines and racing battered trucks (painted red, because red makes them go faster). All of them - Orcs and Orks - have horrendous grammar and thick accents. To quote from the introduction to Warhammer Armies: Orcs and Goblins (also known as "Da Front Bit"), "Ahem. Mornin' humie scum. I is Scraggit and dis is da Boss. Yeah, dat's right, da really big green guy behind me... We is da Orcs (and Gobbos). We is green. Green is best."

 

 

According to the friendly and helpful staff at my local Games Workshop store, it's precisely this mayhem that often attracts players to an Orc army. Orcs are fun and you never quite know what's going to happen in an Orc battle. Carefully laid plans can dissolve in the face of two units attacking each other instead of the enemy. A clumsy Giant ally could trip and fall, flattening your troops. Your shaman's head could explode. On the one hand, all this chaos means that winning a battle with an Orc army is quite a challenge. On the other, playing to your troops' strengths means throwing caution to the wind and running a bold, fast, exciting game in true Orcish spirit.

"Me am Ork! Me am kill you!": Ork! The Roleplaying Game

Fantasy gamers who are interested in a more direct style of roleplaying than that offered by the Orc army of Warhammer but don't want to sacrifice any of its chaos might want to consider Ork! from Green Ronin Publishing. This slim, irreverent book embraces the rude and aggressive side of the classic orc and turns it into, to use the authors' words, "blood-soaked merriment."

 

How irreverent is this game? Orks can eat anything - except broccoli. If they eat broccoli, they explode. How blood-soaked the game? Ork shamans, the oldest, wiliest, and most powerful Orks around, will sometimes use Orks as test subjects in Dangerous Experiments that often involve broccoli. How merry is it? Come on, they explode when they eat broccoli!

Orks inhabit a cruel and capricious world. Magic, for example, is not something that characters need concern themselves with except in the most basic of forms; higher magic is the province of shamans and they're not sharing any of the secrets (summed up in instructions to gamemasters that shamans can do pretty much anything they like). The Ork god, Krom, is a vicious being fond of blood sacrifice and turning people who offend him into pine cones (there's that irreverence again!). Orks must contend with such foes as trolls, who like to see how many Orks they can stuff in their mouths at once, and giant squids, slippery creatures that could be lurking in any body of water - including wading pools.

 

Ork! is, quite frankly, one of the goofiest, most fun games I've ever read. I snickered my way through it and then went back and read the choice bits again. Underlying the clever writing is a remarkably simple system that works well with the brutal nature of the game and can be summed up in four words: every roll is opposed. If you're fighting another Ork or a troll or a Squishy Man (the Ork term for halflings), you roll your dice and hope that the sum beats the other guy's. If you're not acting directly against some other creature, though, your roll is opposed by Krom himself - and don't expect him to be particularly helpful. Good roleplaying (i.e. behaving like a proper Ork) nets you bonus points that can help you survive in a world that's basically out to get you.

Fast and furious, Ork! is an indulgence in the hack and slash that lurks on the dark side of every roleplaying game. Want a night off from playing that goody-two-shoes paladin or repressed wizard? Reach for Ork!

Noble Savage: Orkworld

While both Ork! and Warhammer orcs are fun because they give free rein to the nastier impulses of the green brotherhood, they are still rather two-dimensional. Orcs are vicious, crude, and fun, but they aren't much more than this (though for these games they don't really need to be). Orkworld from John Wick, creator of such rich RPGs as Legend of the Five Rings and 7th Sea, has a far different, much more introspective approach, looking beyond the green skin and tusks to take the orcish point of view.

The orks (no capitals here) of Orkworld have much in common with their relatives. They enjoy simple, earthy pleasures. They're fierce warriors who don't get along with anybody. They can and do eat anything, including their own dead. The difference, however, lies in the context Wick has created, starting from such basic characteristics and building a workable society around them. Yes, orcs can be crude and relatively primitive, but they're not stupid or brutish. They're fierce, but at the same time intensely honourable. They fight with other races because the other races fight with them. Cannibalism is an important and respected ritual tied to the passing of memory and honour.

Orkworld does a stunning job of building a living, breathing world (well over three-quarters of the book is setting and background information). Unfortunately, it's not a happy world. Where many fantasy worlds show orcs as constantly fighting to expand their territory, the orks of Orkworld are struggling for survival in the face of aggressive human expansion. The other standard fantasy races get turned upside-down as well. Dwarves are disgusting, obsessive creatures who live for perfection while halfings are a peaceful, gentle race - or were until they were exterminated by gold-crazed humans six hundred years ago. I'm particularly fond of the treatment of elves, however. "Ahlvsees" are brutal, inhuman slavers armed with unstoppable magic. Quite a twist on the typical charming elf!

 

This is a complete roleplaying game in every way. The setting is lavished with fantastic locations to explore, dramatic conflicts to unravel, and even hints of an epic storyline. Ork society is well drawn, with everything from social power (ork tribes are matriarchies, very well constructed by Wick) to social roles to seasonal activities (the resources available to your tribe depend on them) carefully but fluidly incorporated into game play. Game mechanics are also wonderfully fluid. Rules for ork magic, for example, are unstructured, reflecting a kind of mythic wonder. A character's skill set is created through the player describing what the character is good at (there are no skill lists to pick from). The whole atmosphere of Orkworld is carefully incorporated into the game mechanics using the ork concept of Trouble, a force something akin to destiny. While accumulating Trouble may sound like a bad thing, it isn't necessarily so awful - when you've got Trouble, you've also got the opportunity for adventure.

Although alternate suggestions are provided for those who don't want to play out the rather grim "doomed struggle" scenario that dominates Orkworld, gamers may be cheating themselves if they try to turn it to the same kind of mayhem inherent in Ork! These are very different games. Orkworld shines brightest in dramatic, campaign-style play and with players who want to go beyond the blood and guts stereotype of orcs to emphasize the hero in anti-hero.

 

Return to Word - Black Gate #2 Reviews

The Essential Links:

Games Workshop

Green Ronin Publishing

Wicked Press
(Wicked Press' website has recently reverted to an Under Construction banner)

Product Update:

Well, two years after I wrote this, it looks like I was wrong - orcs haven't taken off and drow (*gag*) are still as popular as ever. There is no justice.

No news on any of the products (although at one point I did hear rumors of an Elfworld tie-in game from Wicked Press) but several companies, Green Ronin among them, have now produced orc guidebooks for the d20 system.

 

Like what you see? Why not visit your local game or book store and check it out in person!

 

 

 

 
[SFF Net Member]
 

Don Bassingthwaite © 2002. Alternity, Dark*Matter, and all related terms are copyright Wizards of the Coast. Vampire: The Masquerade, World of Darkness, and all related terms are copyright White Wolf, Inc. Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. The Mac Badge is a trademark of Apple Computer, Inc., used with permission.