But it is. It totally
is D&D, dude. I mean, okay, technically I guess "it totally
is Earthdawn, dude," instead, but the point still stands. The
Shadowrun metaraces are, and always have been, just ported-over fantasy species. So why is it this one little thing that's so hard to agree with, out of all the rest of it? The tusks, and the ears and the magical eyes, the innate physical attribute differences...why this as the part that's hard to swallow?
Is it because it hints at real-world racism? Because that, at least, I could wrap my head around. If someone were familiar with "medical reports" from as recently as, say, a century or so ago, they'd see some pretty vile stuff about blacks being not-quite human, being their own species, having certain physical and mental tendencies, etc, etc...does this stuff about Orks just hit that nerve, maybe? Does the breakdown of fantasy races ring a little too close to real-world racism, cause a knee-jerk reaction, or something?
And if "because it's magic, actually" still doesn't fly for you, why not think of the various metaspecies as different breeds of canine? Welsh corgis live a different amount of time than GSDs, who average different than chihuahuas, who are smaller than huskies, who have duller scents of smell than bloodhounds, and on and on. But they can still interbreed, and they share common ancestry.
The problem with this view is that this isn't D&D. These aren't totally alien species; they goblinized out of regular humans. If you go back a couple of (human) generations, these people were blood cousins of actual humans; furthermore, they display the same "racial" features as humans (there are Asian Orks, African-American Elves, Middle-Eastern Trolls, etc.
That makes it a lot harder to swallow that these guys are as alien as you're suggesting. It just doesn't seem right, and alternate explanations make so much more sense.
See, this is the part I don't get. This is the disconnect, for me.
So you're cool with magic being a thing. Humans can evolve into Trolls -- who average 2.8 meters tall and have bony dermal deposits and can see heat signatures -- and that's cool. Elves and Dwarves living for centuries longer is neat. Pixies are a thing. Dragons are back, and Drakes are folks who grow up human and then later can turn into mini-dragons and stuff, but that's reasonable and realistic. Werewolves and weretigers and werewhatevers are all around, and totally plausible as natural creatures that can turn into human form and magically heal. Vampires and ghouls and banshees all make total sense, just from there being a magical virus that gets transmitted by bite or scratch, even when that virus makes them stop aging or needing to eat food. Cyclops are cool despite being basically human like everyone else, Night Ones and Satyrs --
Satyrs -- are kosher, despite similarly being a generation or two removed from bog-standard metahumanity. These metavariants cropping up along regional and cultural lines, almost as if by magic, is okay, though, 'cause that's just demographics. SURGE and all its associated goofiness is okay, because a comet flew close to the planet so it makes perfect sense.
And Orks being
stronger is cool. Them being
tougher is fine. Them seeing in the dark is okay. They can be innately different so long as it means bonuses to a combat character, I guess? That part's okay, same as a Troll or a Dwarf being absolutely inhumanly strong and durable. That's cool.
But where your suspension of disbelief breaks down is with Orks having a downside? Being "dumber," as you put it? Or with them living a little bit shorter than everyone else (which, I still insist, is a tremendous
non-issue in most games, and if your games are really so long that it
is an issue I'm impressed)? Or with them -- quietly, in the background, where it's unlikely to directly affect a game unless the player and GM work together on it and agree to make it come up -- having lots of kids at once?
'Cause, brother, I just don't get that. Seriously, I just can't wrap my head around
that being where you draw the line in the sand, and refuse to budge.