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.

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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?
 

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Michael Tresca

Michael Tresca


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True. Just don’t say so too loudly or halflings will be removed from D&D by order of Tolkien’s estate.
That was resolved decades ago. It's why they're called halflings in D&D and not Hobbits (and why ents are treants and balrogs are balor).
 




I don't think mechanical representation of cultures is a good idea. It would be highly unrealistic* and would easily come across as offensive due many fantasy cultures being analogous to real cultures.

(* People from the same culture are unlikely to reliably always share same skills/traits, aside perhaps the language.)
This is a mixed bag. The racial mechanics should represent racial traits. That said, some racial traits can and would influence culture. The halfling trait of bravery would very heavily influence their culture, as would a racial luck trait. The various halfling cultures might represent those traits differently, with one perhaps only allowing their council(chosen anew each month) to include those who can prove that they've been lucky 3+ in the prior 30 days, while another might engage in games of chance weekly to show off their luck.
 

Sufficiently generically named or with enough prior art to ease on by. Same with elves, dwarves, dragons, goblins, and even orcs.
Yes, Saul Zaentz even tried to suppress dragons from TSR's games.
I know. :P

That was smartassery, not a serious post by me.
 

This is a mixed bag. The racial mechanics should represent racial traits. That said, some racial traits can and would influence culture. The halfling trait of bravery would very heavily influence their culture, as would a racial luck trait. The various halfling cultures might represent those traits differently, with one perhaps only allowing their council(chosen anew each month) to include those who can prove that they've been lucky 3+ in the prior 30 days, while another might engage in games of chance weekly to show off their luck.
Things like racial weapons or proficiencies, however, are reflective of culture, not racial traits. Unless every Mountain Dwarf is born knowing how to wear Medium Armor.

Though perhaps Dwarves have a racial memory?
 

Things like racial weapons or proficiencies, however, are reflective of culture, not racial traits. Unless every Mountain Dwarf is born knowing how to wear Medium Armor.

Though perhaps Dwarves have a racial memory?
It's possible, but I see what you mean. I've always dismissed proficiency racial bonuses for the most part. They just don't mean much to me when I roleplay a PC of a given race. Not nearly as much as darkvision, blindsight, bravery, luck or whatever other inherent traits are present. I wouldn't mind all racial traits being inherent, rather than learned.
 

Currently running a 2E Dragonlance gamE and one player is playing a perfect Kender.

It really is a joy for all when you get someone who knows how to play one correctly and not at all antagonisticly.
 

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