RPG Evolution: The Trouble with Halflings

Over the decades I've developed my campaign world to match the archetypes my players wanted to play. In all those years, nobody's ever played a halfling.

Over the decades I've developed my campaign world to match the archetypes my players wanted to play. In all those years, nobody's ever played a halfling.

the-land-of-the-hobbits-6314749_960_720.jpg

Picture courtesy of Pixabay.

So What's the Problem?​

Halflings, derived from hobbits, have been a curious nod to Tolkien's influence on fantasy. While dwarves and elves have deep mythological roots, hobbits are more modern inventions. And their inclusion was very much a response to the adventurous life that the agrarian homebodies considered an aberration. In short, most hobbits didn't want to be adventurers, and Bilbo, Frodo, and the others were forever changed by their experiences, such that it was difficult for them to reintegrate when they returned home. You don't hear much about elves and dwarves having difficulty returning home after being adventurers, and for good reason. Tolkien was making a point about the human condition and the nature of war by using hobbits as proxies.

As a literary construct, hobbits serve a specific purpose. In The Hobbit, they are proxies for children. In The Lord of the Rings, they are proxies for farmers and other folk who were thrust into the industrialized nightmare of mass warfare. In both cases, hobbits were a positioned in contrast to the violent lifestyle of adventurers who live and die by the sword.

Which is at least in part why they're challenging to integrate into a campaign world. And yet, we have strong hobbit archetypes in Dungeons & Dragons, thanks to Dragonlance.

Kender. Kender Are the Problem​

I did know one player who loved to play kender. We never played together in a campaign, at least in part because kender are an integral part of the Dragonlance setting and we weren't playing in Dragonlance. But he would play a kender in every game he played, including in massive multiplayers like Ultima Online. And he was eye-rollingly aggravating, as he loved "borrowing" things from everyone (a trait established by Tasselhoff Burrfoot).

Part of the issue with kender is that they aren't thieves, per se, but have a child-like curiosity that causes them to "borrow" things without understanding that borrowing said things without permission is tantamount to stealing in most cultures. In essence, it results in a character who steals but doesn't admit to stealing, which can be problematic for inter-party harmony. Worse, kender have a very broad idea of what to "borrow" (which is not limited to just valuables) and have always been positioned as being offended by accusations of thievery. It sets up a scenario where either the party is very tolerant of the kender or conflict ensues. This aspect of kender has been significantly minimized in the latest draft for Unearthed Arcana.

Big Heads, Little Bodies​

The latest incarnation of halflings brings them back to the fun-loving roots. Their appearance is decidedly not "little children" or "overweight short people." Rather, they appear more like political cartoons of eras past, where exaggerated features were used as caricatures, adding further to their comical qualities. But this doesn't solve the outstanding problem that, for a game that is often about conflict, the original prototypes for halflings avoided it. They were heroes precisely because they were thrust into difficult situations and had to rise to the challenge. That requires significant work in a campaign to encourage a player to play a halfling character who would rather just stay home.

There's also the simple matter of integrating halflings into societies where they aren't necessarily living apart. Presumably, most human campaigns have farmers; dwarves and elves occupy less civilized niches, where halflings are a working class who lives right alongside the rest of humanity in plain sight. Figuring out how to accommodate them matters a lot. Do humans just treat them like children? Would halflings want to be anywhere near a larger humanoids' dwellings as a result? Or are halflings given mythical status like fey? Or are they more like inveterate pranksters and tricksters, treating them more like gnomes? And if halflings are more like gnomes, then why have gnomes?

There are opportunities to integrate halflings into a world, but they aren't quite so easy to plop down into a setting as dwarves and elves. I still haven't quite figured out how to make them work in my campaign that doesn't feel like a one-off rather than a separate species. But I did finally find a space for gnomes, which I'll discuss in another article.

Your Turn: How have you integrated halflings into your campaign world?
 

log in or register to remove this ad

Michael Tresca

Michael Tresca

No? Point #1 has nothing to do with "can halflings be adventurers" and is all about "Do halflings have unique reasons to be adventurers"

Take Maxperson's list above. Of that list, points #1, 2, 3, 4, 5, 6, 7 and 8 can be the story of any Tom, Dick or Harry. #2 is a bit weird, most people wouldn't think about it being their luck, instead of their mettle or their skill, so I might give him that one, but all the rest are bog standard adventuring plots. Getting a vision from God? That is literally any divine or pious character regardless of race, that isn't a "halfling" reason.

The only "halfling" reason is the wanderlust, which as I said, was added in specifically because they realized that writing a race of people who never leave home for adventures... makes it really hard to make them adventurers.



That really isn't unique to them. The bonds between people being more important than material goods is a common trope of basically all of fantasy.



Maybe I'm just too much of an optimist, but isn't every good-guy organization in it for the public good? All of my gods care about the good of their people, and their edicts and commands are for the public good. The knightly orders who go out and protect the people, whose members might seek more personal power are doing it for the public good.

Any organization just doing things to power is... evil? They are almost certainly villains. And I don't have very many of them tied to the races directly, because they are self-serving and so take anyone.

Is this a genre thing? Do you tend to do more gritty dark fantasy were everything is terrible? I'm just not getting how halflings caring about other people is supposed to make the world any different than all the other races caring about other people. I don't tend to build dark worlds where the kingdom is ruled by a tyrant and the nobles are corrupt and exploiting the peasants, and the guilds only care about their own power. I tend to find those worlds difficult, because who wants to go out and save a world like that? I much prefer a pretty nice world, where things generally are good.... except when it is threatened by [insert threat here] where something like a tyrant king is notable, not just Tuesday. But this post is really making me feel like your world-building is much grimmer and darker, which is why you see halflings as providing a source for such basic things as a group of healers who isn't beholden to a nation.
Is every smith a dwarf? Is every archer an elf? Is every illusionist a gnome?

I literally do not understand how it is that hard to grasp..

In the same way other races can be the best at and/or most well known for something without being the only ones who do it..

so..can..halflings.

It's not a "grimness" thing. It's a "read what the phb says and take it for face value" thing.
 

log in or register to remove this ad

Mind of tempest

(he/him)advocate for 5e psionics
Is every smith a dwarf? Is every archer an elf? Is every illusionist a gnome?

I literally do not understand how it is that hard to grasp..

In the same way other races can be the best at and/or most well known for something without being the only ones who do it..

so..can..halflings.

It's not a "grimness" thing. It's a "read what the phb says and take it for face value" thing.
but what is it that halflings do better than anybody else? aside from being irrelevant on the macro scale.
 

James Gasik

We don't talk about Pun-Pun
The FR Wiki says they were wererats.

No, not the Shard Runners, the gang I ran into in an LFR mod, all Halflings who were trying to rob us. I think they called themselves "The Green Gang", but I'm trying to figure out which adventure it was.
 



but what is it that halflings do better than anybody else? aside from being irrelevant on the macro scale.
Do you want lore or mechanics? Lorewise, they integrate better into societies (presumably by making friends) better than any other race.

Mechanically, they avoid catastrophe better than any other race.

That said, it's a silly question.

(Also, macro relevance is 100% campaign-specific which means 100% gm-dependent for every race)
 

Mind of tempest

(he/him)advocate for 5e psionics
What do Humans do better than anyone else? Or Tieflings? Or Tortles?
humans are grounded, they ground the setting in the familiar more than anything else.

tieflings are more aesthetic than all others, plus are very good at being irrationally hated outcasts.

being tmnt.
Do you want lore or mechanics? Lorewise, they integrate better into societies (presumably by making friends) better than any other race.

Mechanically, they avoid catastrophe better than any other race.

That said, it's a silly question.
so they are basically just an endless group of mindlessly nice people? that is terrible for stories.
 

humans are grounded, they ground the setting in the familiar more than anything else.

tieflings are more aesthetic than all others, plus are very good at being irrationally hated outcasts.

being tmnt.

so they are basically just an endless group of mindlessly nice people? that is terrible for stories.
..and I'm being accused of being "too grim"
 



Remove ads

Remove ads

Top