A lot of the stuff that Wizards has done recently has been ludicrous- banning "Crusade" from Magic: The Gathering, etc, worthless and hyperbolic virtue signalling....
But one of their latest canards, the removal of baseline or fundamentally evil races, such as orcs, and recasting them as just humans with different skin colors, is actually a complete rework of the game into a truly shitty form. Future D&D stories and places will forever be tainted by this idiocy; it will never get better, because they don't even understand why the game needed that sort of thing to begin with.
While obviously there are old school systems that don't suffer from this, or reprints of older editions of D&D and the 80s and 90s systems that were contemporary at the time, I want to know... is anyone making tabletop games currently without all the social justice horseshit? Is there anywhere I can go on this?
I really should give Alternity a read. I hadn't actually heard of it before today. From a cursory glance, it seems to do a lot of things I like.
Alternity was the last game designed by TSR. After WotC bought TSR, they discontinued it and adapted it into d20 system.
So what did it look like?
Alternity was skills centric. Feats don't exist, and perks & flaws are weak modifiers that ultimately cost or net skill points. The jarring difference is that armor operation, unarmed attack, melee attack, heavy weapons, and ranged weapons are skills, with power martial arts and defensive martial arts as specialty skills to do the fancy stuff.
The basic rules had no magic, but did have psionics. Psionics were treated as skills as well, grouped into four families linked to four ability scores (con, int, per, wil) with overall amount of psionic power being linked to will. Exceeding your psionic power limit incurs fatigue damage.
There were also rules for cybernetics and mutations. Cybertech tolerance is linked to constitution, and mutations had to be balanced between advantages and drawbacks (example: night vision, but sensitive to light; or enhanced strength but inefficient metabolism).
The GM guide provided rough rules for "FX" powers, essentially magic, although it was clearly an afterthought and not part of the main body of rules.