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?
 

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Michael Tresca

Michael Tresca


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doctorbadwolf

Heretic of The Seventh Circle
You have it backwards. Human adventurers are strong, therefore the goliath race isn't any stronger than any other race.
Well it seems to change back and forth, so I’m sure you can understand my confusion.

It’s just so strange to me. This argument and the whole “put them in the MM” argument. I saw a person whose posts I only see when I click a button say (I assume with a straight face!?) that people were being forced to play halflings and gnomes!?

Like, friends, I actively dislike the Gith, I’m ambivalent toward D&D dwarves, and I think the game would be better if the cleric went away and the Druid expanded to cover other kinds of priests, but I don’t advocate for any of those things going away, being radically rewritten, or being shunted off into secondary supplements.

Guys.

The problem isn't that halflimgs are brave or lucky.

It's that the mechanics used for bravery and luck in 5e are terrible and make the halflimgs outlook look silly or nonsensical if you don't fully buy into the concept of the race and their place in a setting.
Not really. They’re brave so they have a feature that means they’ll save against fear more than others. Which supports them being brave. They are lucky an so they don’t tend to have x
Can't we have degrees of bravery? Brave? Braver? Bravest?
No! Binaries always! Or never!



I doubt that there's anyone who's mad for bec de corbins, but there are people who adore halflings, just like there are people who adore elves or orcs or tabaxi or whatever.
The hells you say! There are dozens of us! Dozens!
 

Hussar

Legend
Setting guides I'll give you - core species should be covered there even if only to explain why they don't appear in that setting if such is the case.

Adventures? There's nothing anywhere says I even have to mention any specific species in any adventure if I don't want to, no matter what that species and-or adventure might be.

Supplements? Variable. If any species-based rules are changing due to a supplement then yes, every PC-playable species must be mentioned as to how and-or if the changes affect them. But a supplement book full of magic items or new spells or geographical maps can ignore species entirely if so desired.
But, the point is, they don't. They don't ignore the core races when a new book comes out. EVERY book. Every adventure. Every supplement MUST include all the PHB races, no matter what. There might be a couple of odd exceptions here or there - I think that Greek inspired setting might not and the MtG settings don't - but, the point still remains. Ever since D&D was released, we had to include the PHB races in every setting even if we had to totally mutate the races - cannibal halflings, kender that are the antithesis of PHB halflings, tinker gnomes that in no way actually resembled PHB gnomes at all - in order to do so.

Funny how we don't completely rewrite elves or dwarves in most settings. Wonder why that is?
 


Maxperson

Morkus from Orkus
It’s just so strange to me. This argument and the whole “put them in the MM” argument. I saw a person whose posts I only see when I click a button say (I assume with a straight face!?) that people were being forced to play halflings and gnomes!?
Wow! I missed that entirely. Was it explained just how people were being forced to play halflings and gnomes?
 

lingual

Adventurer
Wow, I get absolutely dogpiled for suggesting that the two LEAST PLAYED races (whatever they are) get shunted to the MM, and that's heretical. But, dumping all but the most played race in the Monster Manual is the solution? Seriously?

Note, for those keeping score. The ONLY reason I'm suggesting gnomes and halflings is because those two races HAPPEN to be at the bottom of the barrel of the PHB races. If it was elves and dwarves? Punt them. Whatever are the two LEAST PLAYED races gets cut every ten years as the new PHB comes out in favor of trying something that might get more traction with players. That's what I'm suggesting.

That way the PHB actually reflects what players want to play, rather than what some people want to force everyone else to play.
I don't think dogpile is accurate. Some people just disagree with you. You claim they are wrong and they claim you are wrong. It's just a difference of opinion and I don't think you should get offended. If you are tired of trying to convince people, then stop. You can personally remove the halfling from your players handbook. Or don't buy supplements, etc. that have halfling content if such content displeases you. There are plenty of books, etc. that don't feature halflings. The game isn't suited to any one customer's tastes. I'm pretty sure WOTC actually has a better handle of their demographics than any of us. None of us here for their prime target audience. It would be impossible to make a game that completely satisfied the people on this forum.
 

Mind of tempest

(he/him)advocate for 5e psionics
Goblins and Kobolds are IMO monsters, not PC species; and thus deserve no space in the PH.
they are bearly monsters anymore.
No, the Dex bonus wasn't the primary reason to play halflings. There are other races that get Dex bonuses.

Story remains the most common reason for players to play things. That's why there was no post-Tasha's explosion of Mountain Dwarves.
or because they think they look cool.
Pftt. Damn, like there's been nothing but Dex bonuses going for halflings all this time. Nothing on the roleplaying front at all that have attracted halfling players.
they have cottagecore and remaking Tolkiens work which is not nothing.
 

It might be worth citing this, from the introduction to Call of the Netherdeep:
This adventure begins in Xhorhas, where most humans are nomads; most elves are drow who live aboveground; dwarves and halflings are rare; and goblinoids, orcs, lizardfolk, kobolds, and other creatures sometimes seen as “monstrous” elsewhere are more populous than gnomes and dragonborn.
I.e., the Common Races for Call of the Netherdeep PCs are: drow, goblins, hobgoblins, bugbears, orcs, humans, lizardfolk and kobolds. Dwarves, halflings, gnomes and dragonborn are explicitly rare.

My players chose to play: two orcs, a half orc/half eladrin, a satyr, a firbolg and a pallid elf.
 

Umbran

Mod Squad
Staff member
Supporter
So either you do hate them but for some reason want to pretend you don't, or you don't hate them and therefore shouldn't be upset that some villagers are halflings. Which is it?

Mod Note:
Please stop making this discussion personal. In doing so, you are essentially ensuring that the opposition will dig in to defend themselves. You have set this up now to be an ego conflict, rather than about the actual topic.

So, again, please stop. We aren't here for your ego conflicts.
 
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