Like, I know there are Mystara fans out there, but is this an incredibly significant release? There are people here who said they were embarrassed upon seeing it. Its portrayal of Orcs is certainly racist, but is it actually
significant? Like, did it contribute to what came after it in a notable way? And in
what way if so? Like, I got into D&D in the mid-90s as a kid and it wasn't until
@Dungeonosophy did his thread that I had even
heard of this book.
I can't provide DATA but I can provide one ANECDOTE, if it helps.
I'll kind of be revealing my age here, but I got into D&D in early elementary school - in the early 80's. I started with a copy of the Expert rule set (plus the Isle of Dread), the (1e) AD&D DM's Guide, but by the time I was out of elementary school was quite firmly enjoying the entire BECMI collection of Boxed Sets and Mystara (while mixing in some stuff from AD&D).
I got my hands on a copy of the Orcs of Thar some time around late 1990. At the time, our group had kind of gotten bored with BECMI and was exploring other games - Rifts, Cyberpunk 2020, and Marvel Superheroes. We had pretty much explored and mostly burned ourselves out on all of the human/elf/dwarf/halfling options BECMI had to offer in the previous 8 years (when you play D&D every day, three sessions per day - once at recess, once at lunch, and one after school and again all day on Saturdays you get a LOT of playing done).
I know folks lament that the back cover doesn't seem to match the interior content, and perhaps it doesn't do it well, but when Orcs of Thar came before our group (now in high school), the option for playing monsters was... REVELATORY. I'd been inside the heads of a lot of "enemies" since I was almost always the DM, but for the players? This was uncharted territory for most of them. We spent a couple of months playing a mixed party of orcs, goblins, and even an ogre and loved it - the "scrap armor" rules, a setting where we were sneaking around the edges of civilization trying to scavenge from much-better armored human garrisons and dodging their scary adventure parties with overpowered spells and magic weapons that could cut through us like a hot knife through butter. We had always been the "plucky group of heroes" out of BECMI... now we were the "even pluckier group of anti-heroes" where the stakes were not "save the village" but "can we find dinner tonight?"
Now, others have pointed out that the book's use of humor made it more distasteful. Looking back, I think that this book's use of humor was actually incredibly valuable in helping make some of the more serious themes it was trying to get across palatable. Had the first "you can play the monsters" supplement come out and been preachy serious about how humans could be perceived as "monsters" by making sure the "subhuman monsters" were kept out of desirable lands and had to eke out a living in the wastelands nobody else wanted, the obvious morality parallels with the way humans treat other groups of humans in the real world would have been pretty uncomfortable. Maybe this is a statement on where we were in our own lives at the time in terms of maturity, but I have to think it's also somewhat reflective of where the hobby was at the time - still close to its wargame roots where you weren't really concerned about the "other guy" except in terms of understanding how to defeat him - this was still largely the "kill the monsters, take their stuff" era.
Now, there's no way this could have been pre-planned, but what was going on in the world two years after the release of this book that was dominating our American high-school age thoughts as we played humanoids? The 1990-1991 Gulf War. Especially given the wasteland setting of the Broken Lands, it didn't take us too long to start drawing some parallels between the orc forces in the Broken Lands were going through and what regular civilians in Iraq might be going through.
Yes, racist tropes exist in the product, but this product also allowed our group to walk a mile in the shoes of the "nameless other" for the first time and start developing empathy towards them - and by extension, their real-world counterparts. I'm not sure it could have done that nearly as effectively without the sugar-coating of humor (tasteless as the humor might have been in some places) to get D&D players away from the "kill the monsters, take their stuff" mentality. Maybe this was just my group and where we were at in our lives, though. I'm not going to pretend it's data, but for my part, I saw Orcs of Thar provide relatively privileged high school students with some real capacity for empathy towards groups comprised of "other."
Did it contribute to what came after in a notable way? Actually, I would say yes - for all its flaws, its status as "the first D&D book that gives official options for PCs to play monsters" is in my opinion historically significant. Given product lead times, it's likely the Creature Crucible series of products (which provided rules for playing fey, near-human creatures like centaurs or sphynxes, vampires and werewolves or underwater characters) and the original Spelljammer and later 2e Monster Mythology and Complete Book of Humanoids releases that followed in 1989 through 1993 were already in production so I don't know if its relative success or failure it made direct "contributions" to them but I would think internally greenlighting the first product that let you play monstrous races opened the space for approving additional products that would otherwise have been closed (I suppose one could argue half-orc is a monstrous race that has been there all along, but in 1e they seemed to be more "human with some orc qualities" than the other way around).