Barastrondo
First Post
My suggestion is to use the existing "hard rules" material that defines the orcs (in order to save you effort) but work them into your world with a unique personality. Many of the alternative suggestions here seem to be the other way around, live with the stereotypes of the orc label but add hard rules stuff to distinguish them. You can make either work and if you enjoy extending creatures, the latter can be a lot of fun but I think the real problem with the orcs is the stereotype and that many campaigns would be better served investing in personality-distinction rather than mechanics-distinction.
Stereotypes are harmless enough for standalone encounters but if you are going to make the creature a major campaign focus, I don't see how they are really helping you.
It depends on whether your group sees the concept "orc" as a stereotype or as an archetype. Stereotypes are, as you say, frequently counter-productive. Archetypes, however, are practically the foundation of player buy-in. All my players are familiar with Warcraft, Warhammer and Lord of the Rings, and it's tricky to come up with stereotypes that can accurately describe all three of those orcs. They're not all green; they don't all use axes; none of them leave pregnant victims in the wake of their attacks; not all of them are Chaotic Evil. Yet they're all accepted as "orcs."
If anything, those three point out that orcs contain archetypes within them. You have the "violent but potentially noble brute," the "implacable tide of violence," and the "minions of the Evil Overlord." If a group of players are the sort to recognize each of those as a potential foundation for an orcish culture, they probably won't need the GM to throw away the word "orc" to get them receptive to whatever the campaign spin may be.