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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

Maxperson

Morkus from Orkus
a) that is the dumbest copout lore I have seen they know halflings should die out but give them miracle hiding ability.
It doesn't give them a miracle hiding ability. It gives possible reasons for the DM to choose which include miracles. However, war machines do not travel through out of the way places or they starve to death before finding anything. They travel down main highways and seige/sack major towns and cities.

Halflings on the other hand make their villages in out of the way places and are naturally stealthy, which means that war machines simply don't find them and on the off chance that they do locate the small track to the village, they pass it by since it's simply not worth the effort to go find.

There are miracle possibilities and that perfectly normal and logical possibility, all for the DM to choose.
b) most things are easy to find if you are a demon army you just want everything to die or be corrupted and you can't hide if you burn everything around it.
Even demon armies don't bother with out of the way places. It's a waste of their time and allows the major population centers time to prepare defenses and counter offensives.
c) the lore would work so much better for gnomes what with the illusion magic.
Except that illusions are one of the things NOT mentioned there!
no the stats of high level halflings were clear, they are a lot of rogues.
And clerics and fighters. They would also have arcane casters for sure among them.
 

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that is not the argument made nor opposed.

beside halflings are bland like a generic good two shoes childrens show character.
Sure it is.. it goes like this..

  • It's a bad idea/problematic for any race to be good
  • Halflings are good
Therefore..

Halflings are problematic.

If we hold the first premise to be true (not sure I would, but lets go with it), and we can demonstrate that Dwarves are also good, then Dwarves should also be problematic, which so far does not seem to be the case.
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"Bland" here is code for "its not for me". It's fine that you dont like it, but it's not an extensible argument for a systemic problem.
 

Lanefan

Victoria Rules
And, here it is again. "Chaosmancer? Why do you keep insisting halflings are treated like some sort of celestial, perfect beings?"

No, I do not think that halflings as a race should be the background glow of the universe, fighting off the darkness by their sheer wholesome and good existence. Again, this is bad racial design in my opinion. I know you are old-school Lanefan, I suspect you are fine with racial alignments.
As general tendencies, yes. It's one of the better ways IMO of quickly differentiating the species and how they generally tend to approach things as a society. If nothing else, these general tendencies would be reflected how their means and methods of governance evolves over time e.g. Elves trend a bit more anarchistic, Dwarves more bureaucratic, Hobbits more parliamentary, Goblins more might-makes-right.

Needless to say - but I suspect I'd better say it again anyway - a deep-seated societal trend does not mean everyone in that society follows said trend. There's always going to be rebels, free-thinkers, status-quo deniers, apple-cart upsetters, etc. within any society the members of which have enough intelligence to be able to think for themselves. And given enough time and influence, maybe these sorts end up changing the whole society a little...or a lot.
 


Mind of tempest

(he/him)advocate for 5e psionics
Assuming one sees the making of Goblins evil* as a problem. I don't.

* - as a trend, similar to Dwarves = Lawful, Elves = Chaotic, Hobbits = Good, etc. Individuals may vary widely.
we butcher thousands for gold and power we would be far worse than them, besides what makes something biologically evil?
do you want to be the one marching into the goblin warren and ending all the youths as always evil is hard to stomach when they are so much like us?
Assuming one sees the making of Goblins evil* as a problem. I don't.

* - as a trend, similar to Dwarves = Lawful, Elves = Chaotic, Hobbits = Good, etc. Individuals may vary widely.
what makes an elf chaotic? why should the hobbits get to be the paragons of good if they are utterly inconsequential?
also on the cosmological scale, it should be called stasis rather than law as there is no cosmic order.
Sure it is.. it goes like this..

  • It's a bad idea/problematic for any race to be good
  • Halflings are good
Therefore..

Halflings are problematic.

If we hold the first premise to be true (not sure I would, but lets go with it), and we can demonstrate that Dwarves are also good, then Dwarves should also be problematic, which so far does not seem to be the case.
---
"Bland" here is code for "its not for me". It's fine that you dont like it, but it's not an extensible argument for a systemic problem.
the formula is generated wrong, it is defining halflings as the good races, not good members but where evil is basically unheard of as it defines as good is to be halfling like, which does not work as halflings are just "merry england" which is neither sustainable in dnd world nor a thing which is good.

bland is not the same as not for me I enjoy many bland things, halflings are more the absence of ideas than a culture they are a short fuzzy footed void in the world.
 


Faolyn

(she/her)
why would they defend their homes they survive by hiding they would flee that is literally how they are meant to live, if they are not forced to flee they would be next to worthless as their food would be smashed as the point of demons and undead is they do not resupply on food thus their line can burn it all to the ground.
What? Why wouldn't they defend their homes?

They are not "meant" to live by fleeing. As has been pointed out to you, they literally have a god of defense and warfare (Avoreen). They also have a god of stealth, adventure, and bravery (Brandobaris). Halflings are meant to stand and fight for what's theirs.

a) that is the most unrealistic thing about the halfling-human relationship the humans would drive them to extinction for food and resources.
b) they would flee and end up as refugees.
Neither of these compute. See below for reasons.

that is a fair point but my counter is
c) can't do that without removing the basic idea of halflings beyond being on the side of good and being small and gnomes are that technically.
Except that you don't seem to understand what the basic idea of halflings actually is. You've made up your own idea that has little in common with how halflings have actually been depicted.

d) how much do you know about basic war logistics?
At this point, I'm willing to bet more than you, at least when it comes to fantasy worlds. You seem to forget that magic is a thing.

e) given that say FR can't seem to go six months without a near end of the world this would not be a stable situation supply lines would run out fast thus halflings would have mostly been pushed away.
Shockingly, not every setting is the Realms, and even more shockingly, there are actually decades or longer between major cataclysmic events in the Realms. And even more shockingly, halflings warriors and spellcasters exist and are equally as powerful as the warriors and spellcasters of every other race.

And since both their gods and their write-ups agree that halflings are the type to go out and adventure, it's quite likely that there are a significantly large number of halflings with class levels. There may even be more, proportionately speaking, retired halfling adventurers per halfling town than any other race! You really think they're going to let themselves get pushed away?

f)I know exactly what idea based on and it sickens me at any attempt to rehabilitate it.
Good for you, because I have no idea what sickened you about what I wrote. The idea that halflings may be guerilla fighters? Because that's a concept that has been in use for thousands of years and likely predates conventional war, so if you thought I was referring to any specific war, you're wrong.

look your basic point on setting design I agree with but halflings are not better people than elves or dwarves why should they get to be the light? what makes them better than the rest of us? they are defined as being average and the average person is not good not evil but not good. so what makes them so deserving to be the great good light what is so good about them?
Who says that they have to be better than anyone? Do you not play or allow humans because they are no better than the average person?
 

Mind of tempest

(he/him)advocate for 5e psionics
With the "amazing" ability one subrace has, to make a 5 ft cubic illusion that last for 1 minute?
a culture well-known since its formulation to be associated with illusion ideas, which would mean that hiding would be a logical reason to generate such a cultural obsession.
As general tendencies, yes. It's one of the better ways IMO of quickly differentiating the species and how they generally tend to approach things as a society. If nothing else, these general tendencies would be reflected how their means and methods of governance evolves over time e.g. Elves trend a bit more anarchistic, Dwarves more bureaucratic, Hobbits more parliamentary, Goblins more might-makes-right.

Needless to say - but I suspect I'd better say it again anyway - a deep-seated societal trend does not mean everyone in that society follows said trend. There's always going to be rebels, free-thinkers, status-quo deniers, apple-cart upsetters, etc. within any society the members of which have enough intelligence to be able to think for themselves. And given enough time and influence, maybe these sorts end up changing the whole society a little...or a lot.
okay if halflings are the good race define the nature of goodness and how halflings relate to it? I am itching for the answer to the great question.
It doesn't give them a miracle hiding ability. It gives possible reasons for the DM to choose which include miracles. However, war machines do not travel through out of the way places or they starve to death before finding anything. They travel down main highways and seige/sack major towns and cities.

Halflings on the other hand make their villages in out of the way places and are naturally stealthy, which means that war machines simply don't find them and on the off chance that they do locate the small track to the village, they pass it by since it's simply not worth the effort to go find.

There are miracle possibilities and that perfectly normal and logical possibility, all for the DM to choose.

Even demon armies don't bother with out of the way places. It's a waste of their time and allows the major population centers time to prepare defenses and counter offensives.

Except that illusions are one of the things NOT mentioned there!

And clerics and fighters. They would also have arcane casters for sure among them.
given that demons literally would spread over a planet to destroy it or corrupt it and demon army is one of my stated adversaries it is not implausible in the scenario set up, plus a village needs water hard to hide a river and wells suck for crops.

they are also known for being braver and lack of fear not good traits for a people who survive by hiding.

halflings have no magic tradition to speak of in any setting, their fighters are literally putable and the less said about clerics the better.
 

James Gasik

We don't talk about Pun-Pun
Supporter
your mechanical point stands but all small races have it thus not a true defence of halflings.

halfling villages are not hard to sigie you just burn all the food and move on.

since when have they been described as ferocious, most are simple civilians and do not know battle tactics luck will not teach you how to fight.

a world with magic changes battle lines far more and honestly, most foes have magic.
You said "they can't use the really big damaging weapons and are not known for strategy, tactic or literally anything beyond being peaceful villagers who go places sometimes, thus they would suck in war." Wasn't that a slight against Halflings?

Then I pointed out that's not really the case, and you're like "well that doesn't defend Halflings"?

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