Beoric
8, 8, I forget what is for
Not trolling you.I honestly can't tell if you are trolling me a bit, or that's a compliment. I'll assume it's the latter and say "thanks".
...
I feel that players wanting to play non-humans is an attempt at a cheat-code---they are trying to hijack the eldritch strength of the mysterious wild to augment their PC, and wear its mystic aura like a suit of armor. Inside, they will continue to be unavoidably human, but like a shaman wearing a leopard pelt, they cloak themselves in the mysterious and caper about stupidly. If the hobby enables them, then the already frail otherness---something so very, very difficult to evoke---is made mundane (once again). The lights are all turned on, and the menacing shadows are revealed to be just your younger brother with a sheet over his head.
I have a different perspective on playing non-humans, or at least I don't think you are right all the time. I think at least some of the time it is because it is the only way to play your character concept. If you want your wizard to wield a sword like Gandalf, or your thief is having survivability problems, you may choose to multiclass, which requires playing a nonhuman.
Taken to extremes, race selection becomes part of the character optimization of later editions. (In 1e, if you wanted to optimize you played a paladin.)
Other times, I think they want to play an archetype that a particular nonhuman race is, or has become, better at expressing. So the devout dwarf cleric (which wasn't an archetype when I started playing, as far as I am aware, but is now), or the elven warrior of the wild ranger, or the halfling thief, or the gnome illusionist, many of which were encouraged by the mechanics of the game. Or, in a less dungeon focussed game, they want to explore what it means to live forever, or at least be very long lived, like an elf, or focus on an aspect of personality that a race has come to represent.