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

Well remember, diamonds are very valuable in D&D worlds. Their value on our world is certainly debatable.
Heh. Value. Now THAT'S an argument I want to try on a DM some day.

DM: "Do you have 5000g worth of diamonds?"
Me: "Yeah. I value these chips very highly!"

Diamonds would be worth varying amounts depending on culture and scarcity, so since value is subjective... :P
 

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Nah. Infinite space and resources for all races would be really, really dull. And unrealistic even in a fantasy society. The gods and magic just don't do THAT much for the races.
I'm not saying infinite space and resources. I'm saying that the people who create the adventure locales don't think of everything that would logically go into such a place, or else they make the areas of the map generic enough that you can stick whatever you want in them.
Like, I just did a search and found numerous maps of dwarf cities, and the artists rarely take things like sewage or garbage into consideration--but I think we can all agree that a dwarf city would have something to take care of those issues. So likely there's one or more theaters in any given dwarf city of sufficient size, age, and wealth, but there's no point in sticking it on the map because the writers didn't come up with an adventure that goes there and the chance that the PCs will decide to go visit a dwarf theater is fairly slim.
 

I'm not saying infinite space and resources. I'm saying that the people who create the adventure locales don't think of everything that would logically go into such a place, or else they make the areas of the map generic enough that you can stick whatever you want in them.
Like, I just did a search and found numerous maps of dwarf cities, and the artists rarely take things like sewage or garbage into consideration--but I think we can all agree that a dwarf city would have something to take care of those issues. So likely there's one or more theaters in any given dwarf city of sufficient size, age, and wealth, but there's no point in sticking it on the map because the writers didn't come up with an adventure that goes there and the chance that the PCs will decide to go visit a dwarf theater is fairly slim.
That makes sense. But where a dwarven city might have one or two theaters, a similarly sized halfling city would have a half dozen to a dozen. And where there would be a dozen dwarven mines, there might be one or two in the halfling city. Priorities.
 

The only thing I've provided is exactly what the text of the phb says are their strengths and how you might worldbuild for a race that prioritizes things differently.

You've willfully ignored how this could apply. Your loss.

So... you have no responses to my criticisms of what the PHB says. You have no responses to my criticisms of why worldbuilding using the model of "they are just morally superior" leaves a bad taste in my mouth.

You just want to blame me for "ignoring" the things I'm arguing against. Like that somehow makes sense. "I gave him an idea, and he said it was a bad idea. He clearly just doesn't want to do anything to make it work." Is, again, a very common but really poor defense.

So, I guess I shall either retreat to fixing it myself (after I get done going through the spells, classes, feats and the crafting system I need to vet), or wait for someone to be willing to engage with the idea that "they are just better people" isn't a good way to build a race.
 

It is true, the world never seems to run out of wealth to be found, or raw materials. Heck, I once posed this question to my DM:

"So a lot of spells require a sacrifice of diamond dust. Does this mean that the game world will one day run out of diamonds, and those spells will stop functioning?"
DM: "Not at all. The sacrificed diamond dust is collected by the gods, who use it to make more diamonds which they then plant in the ground for mortals to (maybe) find." :)
 


So... you have no responses to my criticisms of what the PHB says. You have no responses to my criticisms of why worldbuilding using the model of "they are just morally superior" leaves a bad taste in my mouth.

You just want to blame me for "ignoring" the things I'm arguing against. Like that somehow makes sense. "I gave him an idea, and he said it was a bad idea. He clearly just doesn't want to do anything to make it work." Is, again, a very common but really poor defense.

So, I guess I shall either retreat to fixing it myself (after I get done going through the spells, classes, feats and the crafting system I need to vet), or wait for someone to be willing to engage with the idea that "they are just better people" isn't a good way to build a race.
You know it's interesting, I don't recall ever making a case for moral superiority. I do recall making a case that they'd put more value on institutions/activities that serve people. Like it's more of a priority for them than say magic or mining or money. And the end result is they'd have more and/or better civic institutions.

But, from what you've posted and in defiance of all reason and real world experience, all races must have exactly equal and equivalent civic institutions. Anything else is Mary Suism and bad storytelling.

Whatever. I'm done. Not like you're reading the posts you respond to anyway.
 

DM: "Not at all. The sacrificed diamond dust is collected by the gods, who use it to make more diamonds which they then plant in the ground for mortals to (maybe) find." :)
That kind of work is too mundane for gods. They'd just create diamond fairies and be done with it.
 



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