jgsugden
Legend
In a thing that has been touched by as many hands as the FR has, you have to expect some dissonance. Look at the history of Spider-man in the comics... crazy changes happen all the time.But as an RPG, it's up to the DM to craft a world that makes sense. Quasimodo, Knott the Brave and The Beast are (or were) human or halfling. Drizzt lives in a world where racial alignments are thrown out the window now and then ... unless it's convenient to the more recent set of books where somehow goblins are evil because your goddess told you they were except your husband is a member of an "evil" race but he's okay because the gods decided to resurrect y'all so you could sell more books.
If alignments are "fuzzy suggestions" or ignored in your world, that's fine. But one of the things that bugs me about FR (and the reason I've stopped reading Salvatore) is that sometimes it's a hard and fast rule and other times it's more like The Pirates Code. More of a guideline really.
If we're hung up on Salvatre, I will point out that he addressed these very issues multiple times in his series of FR books. There is a story about Drizzt and a goblin that tackles the core of these issues - it is over a decade old.
Regardless: This is a common challenge in stories and there are a lot of ways to address it. Some of them contrast with the rest of the world. Others struggle to tell it within the context of the world and without being 'preachey'. As a DM, there are a lot of ways for you to make this an interesting story for the entire group. This is something I felt has been addressed in a good approach in the second Critical Role campaign. A goblin PC created challenges and interesting story options for them. Recently, they even turned the whole concept a bit upside down... (avoiding spoilers).
To me, the job of the DM is to crft an engaging world in which the players and DM can come together to tell amazing stories. If a player wants to have a 'monster PC' storyline, the DM should look for ways to make it work. It isn't just about the DM dictating the world to the players - the DM crafts it with and for the players.