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?
 
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Michael Tresca

Michael Tresca


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bedir than

Full Moon Storyteller
And in spite of that mess, the trilogy is still a significant influence on young nerds online, 20 years later, and the books are still selling so well every book store has multiple options for purchasing it, and people keep making successful video games and TTRPGs based on the property.
To include now two versions for 5e D&D, both among the top selling 3pp.
 

Um... we should absolutely ban ox-drawn wagons from the roads. It is illegal to go so far UNDER the speed limit for a reason. This has nothing to do with the analogy, just cold hard reality there.
Honestly if it were up to me I wouldn't even allow bicycles on the street, for the same reason

Seriously, do you just have fun making these things up? Because I never said removing halflings would "fundamentally alter DnD". I think they are one of many creatures and tropes that are part of the D&D genre. Your posts about them not being in other representations of fantasy are not relevant. Beholders are pretty unheard of outside of D&D outside of an homage in Big Trouble in Little China but we're not getting rid of those either.

Beholders are original to D&D, and thus don't share the halfling's issue of being transparently derivative. They also have the rule of cool in their favor, which halflings don't.

Also, in addition to Big Trouble In Little China* there was also a beholder-like monster in the game Master of Magic, and the cacodemons and pain elementals from Doom also resemble beholders



(which is basically a D&D movie when you think about it; Lo Pan is basically a Ravenloft darklord*, there's more than one raid on the enemy stronghold, and there's the previously mentioned beholder

**He has powerful influence over a small area which he is also bound to, and the thing that would allow him to escape is always just barely out of his grasp
 

Many people have a highly specific and unwavering vision of DnD are western european medieval arthurian depictions and nothing else will work for them (while ignoring the many things that would be in a medieval european setting like guns and clockwork and the things that wouldn't be nearly so common like massive galleons)
The problem here might be that you're ignoring the fact that "medieval Europe" covers a span of a thousand years, If someone does prefer Arthurian stories (which take place in the very early middle ages), it's absolutely appropriate to exclude firearms, which appeared what, 800 years later? Around the same time that clocks came to be?

"Medieval Europe" is far too imprecise a term to use as a descriptor here. "Arthurian" suggests a much narrower time period, which makes it far more useful for such descriptions. And would certainly exclude 14th-century technological innovations.
 



Faolyn

(she/her)
So I judged the design.... by the design.... and that wasn't smart? Weird, since literally the only thing you said that changed anything was the fact that it has TWO head's without necks, something that the artwork doesn't convey. Which... does seem like it should be relatively important, don't you think? You'd imagine that showing the creature in a profile that allowed for that knowledge to exist visually would be an important thing.
No, it wasn't. Because you looked at the artwork, made a snap decision about its abilities--which was incorrect--and then failed to spend more than a few seconds imagining how to use a living wheel made out of lion. It sounds like you wasted an opportunity to possibly use something memorably different than the norm.

I mean, if it doesn't fit in with your setting's feel, sure--I can see that. I wouldn't use this thing in my current D&D game, because my setting doesn't have monsters like that. My setting doesn't even have mind flayers or beholders in it (except for that one spectator that was summoned) because it doesn't fit the feel. That's perfectly understandable. But if my characters get to my setting's Feywild/divine realm mix, heck yeah. I can even see having these as the wheels on some godling's chariot, and when battle comes and the godling gets off their chariot, the wheels pop off and begin attacking on their own.

But to just look at a monster, say "this looks dumb, therefore it is objectively bad," well, that's not only conflating your opinion with fact but is, as I said, a waste of a potentially interesting creature.
 

Oofta

Legend
Halflings remain cool, interesting, beloved and popular.

It's weird to see such a strong hate for them, despite the fact that they are all of the above.

Why is there insistence that my fun is wrong?

Because long ago we had some stupid monsters. Some, like the one based on medieval drawings drew inspiration from a real world source that just looks odd. Others, like the duckbunny were joke monsters and even described as such in the descriptive text. Because we had some bad designs, halflings are perforce bad design. Guilt by association I guess.

The fact that these oddball monsters were never popular and only showed up in 1 supplement is meaningless. Beholders which are quite goofy on their own merit are perfectly fine because the person making the argument happens to like them.

You see a rabbit with the webbed feet of a duck, along with a duck's bill instead of a rabbit's snout. Why? WHY?!

Apprentice wizards need to start somewhere. These little guys are made in practice by mages of a specific disposition who would like to create the next ubiquitous hybrid beast to haunt low-level adventurers. They do this instead of following their master's instructions on owlbear creation so it doesn't eat them — on the low chance that he doesn't botch the experiment and finish with a dead-in-a-minute, jiggling flesh ooze covered in feathers.

These aren't the only inane things to come out of a magic college. In about a mile around the grounds, expect to find: toadsalmon, cricketfinches, hummingcornsnakes, and octokittens (no claws, see, so they can't kill all those level 1 wizards).

Hey, you heard of my new band, Jiggling Flesh Ooze? Our demo track is entitled Feathers In A Pile.

Combat
Err, about that. One of these guys are a worthy challenge for a toddler. If your squalling teenage stone hatchet swinger feels the need to feast on the blood of screeching rabbitmallards (they may have bills, but still have the vocal cords of a bunny, and have you heard what they sound like when they're scared or in pain? like a little girl who dropped her ice cream. oh ho ho, chilling stuff) then you seriously need to send Tucker's Kobolds after him and his party because… just because, okay?



Skills: Duckbunnies have a +4 racial bonus to Swim checks, because why not.
 

Faolyn

(she/her)
That entire section of the book was based on the Pseudomonarchia Daemonun. It's like they were trying to restart the satanic panic or something. Even if you don't fault the design per se it was at best a questionable business move.
Heh, yeah. In looking that section over, I felt like it had a lot of potential as... well, I dunno, maybe a type of warlock invocation, but only if they scrubbed the names. Even if just to make it generic enough to work in any setting.
 

The problem with the Buer-derived monster is that it's described as moving exactly the way you'd imagine it would. The thing is that that design could work, if the legs hung under the head like a spider or a squid, it would look sillier but make more sense. But no, the flavor text describes it as actually cartwheeling.

It also shares the halflings' problem of (in other ways) not staying true to the source material while at the same time being clearly derived from a very specific and idiosyncratic source. As well as the fact that the deviation it makes is not particularly interesting or well thought out.

Admittedly my spider legs idea would also be a deviation from the source material, but at least it has some though behind it. The Tome of Magic took the names, physical descriptions, and symbols from the Ars Goetia/Pseudomonarchia/Lemegeton Clavicula Salomonis but replaced everything else in a very arbitrary way.
 

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