I think this post might've been largely missed- it's a good example of how a TTRPG could handle it differently than DnD:
Burning Wheel has all elves embodying Grief. They have seen so many sad things and experimented that things never change over centuries that they have a Grief stat that can increase by rolling with "experience" of sad things happening in the course of their adventure. They can mitigate it by lamenting, but at some point they'll reache Grief 10, and they either wither out or die, or leave the Mortal world for the West never to be seen again before the end of time. They learn slowly, but are immortal, so depending on age a starting character will have 20-40 stat points while a human will have 15-23.
Dwarves are embodiment of Greed, they must resist the urge to acquire things of notable value. At 10 Greed, they shut themselves down in their halls, thinking everyone will try to rob them, and become utterly sociopathic. That's why they'll probably kill a few people to acquire their coveted things when they reach Greed 8 or 9... When you resist Greed (by not taking the thing [or person] you crave), it increases (of course).
Orcs are the embodiment of Hate. It increase as they are confronted to violence (from witnessing a murder or being exposed to sunlight, losing a battle (mid-level), being mind-controlled or surviving a mortal wound (very hard). You might have noticed the pattern that if Hatred reach level 10, the character can no longer be played, having lost all remainder of free will and possessed by a destructive frenzy -- he has the choice to become suicidal instead of killing his friends in a murderous frenzy. Also, orcs can use Hatred as a bonus for a lot of situation... It's not that the orcs are stronger than human (they are, on average, with twice has many stat points) but even the weakest member of the species can tear a knight in two with his bare hand when enraged.
en are free willed and don't have any overpowering emotion that take control of their mind (unless they trade their soul away for magic or pledge it to a higher power, but the initial choice is always theirs).
Different creature operate on a different scale. Orcs have 10-19 points to spend on physical attribute, 3-9 on Mental, while humans have 5-7/9-16, dwarves 6-12/12-18and elves 7-16 and 13-24.
So, yes, some other creatures are sometime on a different scale than humans but the system forces you to avoid, if non-Human, making experience checks for your governing emotion, basically roleplaying the traits associated with the group of creature you're an example. You could ignore this stat and play yourself with pointy ears, but you'll probably be removed for play in adventure 3. Or you'll be aloof and uncaring, because if you attach yourself to humans, you'll see them die in droves of old age and make lots and lots of Grief tests.
It's a little heavy-handed, but it does bioessentialism better than D&D.
No amount of cultural explanation will explain why you can die of not having the Arkenstone or the halls of Moria.
Edit; note that it isn't Tolkienesque. The line of Feanor struck me as a good illustration of BW's Dwarves, for example, preferring to throw them into a chasm to the center of the world rather than give up on the last Silmaril...