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.

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


log in or register to remove this ad


But are Dwarves the best smiths? Nothing in their stat block proves this. It's an informed ability, much like most races lore.

I would say, personally, that Halflings are the best at building communities. Not cities- that's apparently Human's hat, somehow. But Halflings are a race that's very concerned with putting the community first.

Not all Halflings- there's some real jerks out there, mostly the Rogue adventurer types. If you've read Bob Salvatore's books, you know Regis is a selfish jerk ass who only cares about being comfortable- the other side of Bilbo's coin, I guess.

Olive Ruskettle from another D&D book line is an opportunist and a con artist, but she does care about her (few) close friends.

So every race is going to have it's ne'er do wells. Halflings know that what affects your neighbor, affects you, so they work with their community so that everyone prospers. But they are also keenly aware of the adage that "good fences make for good neighbors".

I see Halflings as being outwardly civil towards their neighbors, while holding their true derision inside (kind of like "Minnesota Nice" in action). But even if they hate their neighbor Bob, who is always borrowing stuff and never giving it back, if Bob's house is attacked by bandits, a Halfling's response will be "Ma, get me the crossbow, it's time to kill some varmints" and run to Bob's rescue in their nightshirt.
One potential way to explain this would be as a result of the combination of family leadership structures guiding how children are raised and halfling luck.

They've have suffered fewer critical fails during leadership transitions and so the real jerk-asses have had less opportunity to be a bad influence.
 

We're talking about halflings. They were LG in AD&D. 3e made them neutral. No idea about 4e. 5e places them back at mostly LG. So when people are talking "good" for halflings, it's LG.

So, are you just putting words in people's mouths or can you quote someone in this thread who said halflings are lawful good? Because you are making an accusation to my point, but it is based on what other people "clearly said". So, quote @Faolyn or @Gammadoodler or @Lanefan saying "halflings are lawful good" or acknowledge that you are putting words in people's mouths so you can make false accusations at me.

So you just willingly choose to be inaccurate? How does that make things better?

Because I notice you haven't called out Faolyn for making the inaccurate statement I was responding to. Because it doesn't matter how precisely I word my response, because you will come in and tell me I'm wrong, because you know what they really meant, because obviously they couldn't really mean what they say. Or, I word it so precisely that no one can argue the point... so I'm being pedantic.

I can't win for losing, so why bother playing the game? Until you come in with your demands that I be ultra-lawyer precise in all my responses, it never matters.
 

So yes, I maintain that you made an unneccesary inference. It's not a crazy idea.

No, it isn't a crazy idea. But it sure is awfully funny that I'm the only one who is misnterpreting seven different posters, because clearly they didn't mean what they said, especially when they tell me they are quoting the book that I'm responding to. And even more especially when I respond with "and that's the problem" to their explanations.

It is also incredibly interesting how no one is interested in discussing the points I'm making, instead choosing to say that my points are irrelevant because I don't understand the conversation or are making "unnecessary inferences"

Sincere question - have you found anything useful in this thread?

The merchant race idea was good. I've got some thoughts on how to integrate that, but I'd probably still go with the idea of combining halflings and gnomes, because if I'm going to have to rewrite things, I'm just as good rewriting Snirvfelbin that I have trouble utilizing to cover this idea than rewriting a dozen halfling subraces.

I think I will try and find time to list them all out and mix and match what works in the coming months. Maybe utilize some of the rewrites for the abilities I came up with a dozen pages ago. Also, it has highlighted what the actual problem is, so that always makes it easier ti fix.
 

So the race that is iconic for its Rogues tends towards Lawful Good? This is part of why people feel that halflings are poorly written.
Bilbo was a "burglar." He didn't steal things (except for that ring); he scouted and reported back. If it were a more traditional D&D game, he'd be listening at doors and picking locks so the rest of the party could go to the next room in the dungeon.
 



Bilbo was a "burglar." He didn't steal things (except for that ring); he scouted and reported back. If it were a more traditional D&D game, he'd be listening at doors and picking locks so the rest of the party could go to the next room in the dungeon.
I agree that Bilbo wasn’t a Rogue. I disagree that he was a scout though, I’d say he was a commoner or a noble.

I was pointing out that many, many, many halfling PCs, both in published fiction and in actual games, tend to be Rogues, despite this being at antipodes with their characterization as Lawful Good.
 


Remove ads

Remove ads

Top