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

Mind of tempest

(he/him)advocate for 5e psionics
Umm ... people have. I put how I use them in the first page or so.
yes but we have already had your, I have not seen this other guy posting before thus new ideas might be present on how to make the halfling menace palatable to me.
Goblins and kobolds have several decades of being bad guys, though, which means that you need to do a lot of worldbuilding and have player buy-in if you want to turn them into something other than evil monsters. Even the idea of a kobold nation ruled by dragons has kind of an evil feel to it, because traditionally the good-aligned dragons don't rule nations.
the same was true of elves if you went to the right area, plus we live in a post-WoW world it is not exactly uncommon for goblins to be seen as most people by now, then add in the people who "adopt" them and things get different fast.

why would the good dragons not rule a nation, they are stronger and live longer than humans, they are far more able to engage in nation set-up than most founders of nations.
 

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yes but we have already had your, I have not seen this other guy posting before thus new ideas might be present on how to make the halfling menace palatable to me.
I don't think other people can answer what would make halflings palatable to you.

Personally I like my halflings as kendery wanderers rather than hobbity homebodies, though it depends on the setting which fits better. And perhaps it is neither, or perhaps it is both. 🤷
 



Mind of tempest

(he/him)advocate for 5e psionics
I don't think other people can answer what would make halflings palatable to you.

Personally I like my halflings as kendery wanderers rather than hobbity homebodies, though it depends on the setting which fits better. And perhaps it is neither, or perhaps it is both. 🤷
I have to see what others have done as I know of nothing inside of me which would make halflings palatable without losing their halflingness, no single human can generate all possible ideas.
I can think of a couple of examples where the do: The Radiant Citadel, Ank'Harel, and Stryxhaven. Okay, the last one isn't technically a nation, but it is ruled by good dragons.
if you are given great power what point is there if you just sit on gold and sleep all day, to whom much is given much is demanded.
so it is not without precedence good good.
I don't like Broccoli. I don't need people to tell me how I can use broccoli to make it more palatable to me. I'm fine with not having broccoli, and the people who like broccoli having broccoli.
I would like to expand my pallet and seeing if someone can make something I hate enjoyable to me is interesting, a Vietnamese restaurant made me turn from hate to love on coffee, so why not see if halfling can become something more?
 

Faolyn

(she/her)
the same was true of elves if you went to the right area, plus we live in a post-WoW world it is not exactly uncommon for goblins to be seen as most people by now, then add in the people who "adopt" them and things get different fast.

why would the good dragons not rule a nation, they are stronger and live longer than humans, they are far more able to engage in nation set-up than most founders of nations.
You are correct--for perhaps 6e. But as goblins and kobolds are written now (or rather, as they were last written about in Volo's), they generally more bad guys than neutral or good guys. Likewise, good dragons are rarely shown as the rulers of anything, while evil dragons are not uncommonly shown as tyrannical dictators with armies of evil marauders. And this will likely be the case as long as alignments are still used. Even if alignment is continued to be downgraded to only "typically" something, most gamers are still going to treat them as being pretty evil. Especially if 6e writes about them the way they were written about in Volo's, where they basically had few or no redeeming features.

That worldbuilding has already been done if you use Eberron, or Wildemount, or Ravnica.
While I can't speak for Wildemount or Ravnica because it's been a long time since I've read those books, in Eberron, which famously says any creature can be any alignment, the goblin nation of Darguun is still a pretty evil place--it's the only place where slavery is legal, for instance, and it treats their slaves "like cattle."

But there is no particular reason why you need to limit the number of short people. Or have any short people at all if you don't like them.

There is no trouble with halflings (or gnomes, or whatever someone's pet hate happens to be), the trouble is with the idea that some races have to be core and some do not.
I would have no problem with having halflings, gnomes, goblins, kobolds, and even more in a 6e PHB.
 



Lanefan

Victoria Rules
dude halfling are horrible to use outside of shire rip-offs, goblins and kobold have ease of Ideas and a whole lot of blank space it is not hard to make a kobold nati0pon as it is just a nation ruled by dragons as pampered demi gods.
Isn't that exactly the sort of nation - boatloads of Kobolds ruled by Dragons - PC adventurers are on principle supposed to go to war against?
 


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