
Kobolds, goblins and orcs are living beings with their own cultures, governments, philosophies, technologies and beliefs that are just as intricate as those of the dwarves, elves and humans. They don't just collect magic items just to sit on them, or built sprawling subterranean complexes just so a couple of mooks can slaughter them for said magic items. Living sapient creatures don't just exist to kill and pillage. But in a lot of the more stereotypical "standard D&D world" type of campaigns, this is how they are seen. Heck, they're even commonly referred to by an "it" pronoun, rather than a "he", "she" or "they". Kobolds, goblins and orcs are seen as greedy and bloodthirsty things that live to prey on the weak commoners of the world and collect wealth and magic items for no apparent reason other than to store it all in one big room and keep it there. I find that in a lot of D&D adventures (both in modules and in Adventurer's Guild or whatever it is), the way "monstrous" races are often portrayed is crude, savage and uncivilized. Make them just like the other races, except that they're prejudiced against by the "playable" races like elves, dwarves and humans.

The halfling still has a watch with in-built grapple-hook, but the fire-shotgun the ranger acquired blew up after a couple of sessions, which was pretty much as expected as I'd designed the weapons to be pretty powerful, but come with a propertional risk of mal-functioning and blowing up (I'd basically created a set of random tables for weapon generation to represent their crazy and usntablet ech). The PC's encountered a camp relatively early in the campaign and spend a night looking at the various captured monstrosities, getting drunk on alchemically interesting brandy (Everything tasted like strawberries for the halfling for the next week), and they also bought some interesting gear.

They'd also capture rare feral robots and the like to display to civilization, and they'd be kinda reckless in making crazy tech that'd often work spectacularly, but would also fail in the same way. They'd travel far away from the growing pockets of civilization to loot what they could in a wholesale manner, with specialized scrapping mechs capable of reducing entire ruined building to raw materials.

In the steam-punky post-post apocalyptic campaign I used goblins as nomadic scavengers and traders.
