One little thing I did in my last campaign was change the origin of orcs. Specially, although the world had existed for ages, orcs were a relatively new discovery - the result of an evil wizard corrupting an entire forest of elves over the last few years pre-campaign. The first part of the campaign dealt with the party trying to learn of this new menace, and where they came from.
So I was still able to use the same stats for orcs, and they were still primarily savage brutes (although I did have a "noble" breed that was more lawful, but still evil), but their motivation was different - they wanted to make a place for themselves in the world.
As a DM, I'm a big fan of humanoid monsters in general, and this simple change to their original really reinvigorated their use for me. It also pulled the players into the game more, because they were the ones who discovered the new race, and so they were the source of almost all the information the outside world learned about the orcs (For one, the players named them "bhenbiir" - an elven compound word for "ugly humans").
In fact, it actually took a few sessions of dealing with these mysterious bhenbiir before the players clued in they were basically orcs.
So I was still able to use the same stats for orcs, and they were still primarily savage brutes (although I did have a "noble" breed that was more lawful, but still evil), but their motivation was different - they wanted to make a place for themselves in the world.
As a DM, I'm a big fan of humanoid monsters in general, and this simple change to their original really reinvigorated their use for me. It also pulled the players into the game more, because they were the ones who discovered the new race, and so they were the source of almost all the information the outside world learned about the orcs (For one, the players named them "bhenbiir" - an elven compound word for "ugly humans").
In fact, it actually took a few sessions of dealing with these mysterious bhenbiir before the players clued in they were basically orcs.