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

AD&D didn't have monster types, though--except, perhaps, for humanoids, which was a term used for any non-human human-shaped being that wasn't a demi-human (dwarf, elf, gnome, halfling). So basically, they lumped brownies in with orcs, goblins, and kobolds. And more importantly, brownies (and nixies, pixies, and sprites as well) could be charmed by the AD&D charm person spell.

While the writers almost certainly realized that the real-world mythology and literature made them related, AD&D rules didn't care about that.
Unless we count "giant-class humanoids" for the 1e Ranger, but even that list is fairly arbitrary, including some rather odd creatures. I remember a Dungeon adventure actually bothering to point out that Tasloi were on that list, which was a real head-scratcher.
 

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b) a bunch of apathetic stay out of sight and do no great things good, says good is both impotent and apathetic which does not work in a game of heroic fantasy nor has good connotations.
I believe you’re mistaken to categorize halflings as apathetic. They’re hard working and care deeply about many things. Not about gold and glory and ostentation, but they care.

You’ll have more success integrating them into a campaign if you drop the “impotent and apathetic” descriptors.
 

Unless we count "giant-class humanoids" for the 1e Ranger, but even that list is fairly arbitrary, including some rather odd creatures. I remember a Dungeon adventure actually bothering to point out that Tasloi were on that list, which was a real head-scratcher.
you can have a no-eyed big-eyed spider and that is in real-life fantasy taxonomy would be nuts.
I believe you’re mistaken to categorize halflings as apathetic. They’re hard working and care deeply about many things. Not about gold and glory and ostentation, but they care.

You’ll have more success integrating them into a campaign if you drop the “impotent and apathetic” descriptors.
they care about their survival and their families, but they do not act on a larger scale, sure individuals do but so does many races, it does not make them care about the big stuff, what do they sacrifice that a thousand other families who send sons and daughters to fight armies of undead or demon do?
yes, close-knit caring communities are a good thing but halflings know no sense of duty for an obvious example or responsibility.
they are innocent but innocent is not good.
they sit and make merry and eat, if I wanted to make dark halflings I would already have a name: eloi culturally dead, happy by merely existing and can only live by hiding or the grace of others acting as a bulwark against the thousand terrors of the world.

I will admit halflings still have empathy and an understanding of labour but that does not make someone good merely more than a pet or livestock.
why have the mind flayers not tried domesticating people like that? the witcher did it in one of the video game expansions.
 

they sit and make merry and eat, if I wanted to make dark halflings I would already have a name: eloi culturally dead, happy by merely existing and can only live by hiding or the grace of others acting as a bulwark against the thousand terrors of the world.
You don’t need to make eloi. You’ve already chosen to characterize halflings like that.

You said early in the thread that your hatred of halflings is absolute. I should have taken you at your word. There’s nothing wrong with a halfling-free game world if that’s what you want, but if you want to use them there are ideas in this thread that might help.
 

you can have a no-eyed big-eyed spider and that is in real-life fantasy taxonomy would be nuts.
?

they care about their survival and their families, but they do not act on a larger scale, sure individuals do but so does many races, it does not make them care about the big stuff, what do they sacrifice that a thousand other families who send sons and daughters to fight armies of undead or demon do?
yes, close-knit caring communities are a good thing but halflings know no sense of duty for an obvious example or responsibility.
they are innocent but innocent is not good.
they sit and make merry and eat, if I wanted to make dark halflings I would already have a name: eloi culturally dead, happy by merely existing and can only live by hiding or the grace of others acting as a bulwark against the thousand terrors of the world.
Well, the real question here is, do they need to act on a larger scale? The vast, vast majority of things that occur in any setting are not things that affect the entire world.

But let's say that there is an invasion of undead and demons. Halflings don't have to join the armies of humans as ground troops. They can be spies, scouts, saboteurs, and guerilla warriors. And, well, they can be support. They can feed and heal and be quartermasters to all those armies of humans, elves, and dwarfs that fight against the armies of undead and fiends. Those jobs may not be as sexy as solider, but they're just as important, or even more so.
 

Okay, so now we have an entirely new argument. Let's take a llok


Morality is not inherently tied to what you do.

"I help people because it makes me look better"
is different from..

"I help people because it gives me physical pleasure (or a failure to do so causes me physical pain)"
is different from..

"I help people because I'm afraid God will smite me if i don't"
is different from..

"I help people because its a way I can control them"
is different from..

"I help people because I'll get a reward"
is different from..

"I help people because I never learned there was another option"
is different from..

"I help my people because I think my people are worthwhile and deserving of help even if I don't get anything out of it"
is different from..

"I help all people because I think all people are worthwhile and deserving of help even if I don't get anything out of it"

Maybe they're hedonists and thats how they get off. Maybe they use help as a form of currency. Maybe it's a form of governance. Maybe they are just a little nicer. It can be any, some, all, or none of these.

From a worldbuilding perspective, you can use all kinds of motivations as the underlying reason for halfling helpfulness (or Dwarven crafting, Elven spellcasting, etc.) and arrive at a whole spectrum of "morality" underpinning that society.

No matter the road you take, you still wind up with a civilization that prioritizes helping people over doing other things.

Okay, so I guess the first question is "Are these different?". Looking at them... yes, looks like they are all at least a little different, some more extreme than others.

Second Question, since you had previously stated that this was all "from the PHB" which of these is the halfling from the PHB? Well, from them constantly being described as friendly and all that, it seems obvious that the last one is the PHB halfling. Which is the most morally upstanding of them. After all, they don't derive physical pleasure from it, they don't control people via manipulation, their god's don't punish them for failure to render aid, they are fairly explicitly called out as not getting rewards. So, the most moral version is the PHB version, which supports my point as to what the PHB version is.

Okay, but there is a third question. Can I rewrite halflings to have one of these other traits? Maybe I rewrite halflings to have a wide base of these traits? Well.... sort of.

I can't write them to gain physical hedonistic pleasure from helping people, because that would be creepy and stalkerish and banned from tables. That's just a bad route.

They do it because they don't know any better? That's... bizarre, and breaks down the moment they interact and trade with other races.

The Gods? I mean, I could write one god who does that, but it would be really bizarre to have a god that agressive about it instead of just making it a normal ideal. Corellon doesn't punish you for making bad art, they just encourage good art. So, could do it, but it would be really bizarre.

Helping just "My" people has some racist overtones to me. Not a fan of it, just like I'm not a fan of the elven arrogance that "their" people are the superior people. Sure, I could write a racist halfling, but I'm looking for their general state, not exceptions.

Which just leaves "I help for rewards", "I help because it makes me look good" and "I help to manipulate people" which is all... just taking the baseline of morally superior halflings and making them morally inferior. Again, sure, I can write the exception, I can say that some halflings help others just to make them feel indebted and to manipulate them for their own ends, but if I say all halflings do that... then I've just inverted the problem.


Well, okay, since these don't work individually, what if I take all the ones that aren't biological pleasure or the god's decree and combine them?

"Some people help others because they think all people deserve help. Some people help others because that is how they were raised. Some people help others for rewards or accolades. Some people help people to manipulate them." Wait... aren't I just... describing all the reasons people help other people? We've circled back around to being just generic. I could maybe say that all halflings help other people, for a variety of reasons good or ill, but all of these are the exact same reasons that every other race would help people. And let's take a moment and think about the halfling that helps people because they want a reward or they think it will make them look good. What if they look at a situation, and they realize they won't get what they want out of it? Helping this person can't get them a reward, which is the reason they would help them so... wouldn't they just not help them? Or what about a halfling who realizes you don't need to help people, and then just... decides to stop helping people. Aren't we then going to have halflings that don't help other people? Making them even more just like everyone else?


At the end of the day, you laid out some great reasons a CHARACTER might choose to help someone. But they aren't solid foundations for making an entire race of people help others, because you either end up with disgusting things like them doing it for physical pleasure (again, ew, this would be SO creepy to try and convey), a race deeply rooted in a morality (good or evil) or just... exactly how you treat every other race.


So, since we just did this big long thing. Let's take a step back. We are already willing to rewrite halfling biology to make them physically dependent on helping other people. So... what if we rewrote halflings with a focus OTHER than helping people? Could we do something with that instead? Seems like a far less fraught and dangerous path, with far more interesting outcomes.
 

On the other hand,

What if halflings (as a group, individuals may vary) help people solely out of the goodness in their hearts. Is this actually a worldbuilding problem?

Do campaign worlds exist where there are zero good organizations made up of groups of people with goodness in their hearts?

If not, what are those organizations doing? Are they helping people? Is it a problem if fractionally more halflings also do those things or do them more frequently/passionately? Is it a problem if halflings lead some or even most of these efforts?

Would it mean these halflings have no flaws? That they would be immune to substance abuse, infidelity, egotism, narcissism, ignorance, insecurity, laziness, loneliness, jealousy, pettiness, spitefulness, etc. etc. etc.

It would not. Not being greedy does not make you good. Even if it did, being good does not make you perfect.

Ah, I should have scrolled down before posting my last reply. Apologies.

Good organizations exist. They exist to do good and they exist made up of people with goodness in their hearts. They go out and help people in a variety of ways.

Are making halflings the goodest of good people who always want to help a problem? In so much that this is their defining feature? Yes. Not because halflings can't be good, or because good people can't be flawed, but because it puts halflings on a pedestal. I may not like alignment, but I recognize that the key defining thing DnD has used to differentiate good and evil is a simple question of selfishness versus helping other people.

Dwarves care about crafting, and that is something we have decided is inherent to dwarfness and their crafting of tools or buildings can be done to help people, or not to help people. Elves are deeply into magic, and that magic can be used to help people, or not to help people. Humans are ambitious and driven, and that drive can be used to help people, or not to help people.

But if halflings help people, if that is their defining trait.... helping people can't be used to not help people. And so, unlike the other major races who can use their defining traits in different ways, halflings are directed towards a single path. They will always help people, and that makes them better than other people. Sure, a halfling might be a drunk who cheats on his wife, but he'll always help those in need, while a human who is a drunk who cheats on his wife probably doesn't. Halflings always have one of the most redemptive traits we give out. Caring for other people.

And that is why it is a world-building problem. Not because good people can't exist. Not because good people can't be flawed. But because saying that has a race you are predisposed to good is a bad thing to do in world-building. This isn't about halflings being fractionally more likely to be part of good organizations (which again, hilarious that this is our route for the most well-known thief and mafia race in the game) but is about defining the race based on a trait that is inherently selfless and good.
 

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Well, the real question here is, do they need to act on a larger scale? The vast, vast majority of things that occur in any setting are not things that affect the entire world.

But let's say that there is an invasion of undead and demons. Halflings don't have to join the armies of humans as ground troops. They can be spies, scouts, saboteurs, and guerilla warriors. And, well, they can be support. They can feed and heal and be quartermasters to all those armies of humans, elves, and dwarfs that fight against the armies of undead and fiends. Those jobs may not be as sexy as solider, but they're just as important, or even more so.
true they could, but I could grow a third eye gain enlightenment and become a benevolent demiurge, could is not the same as will, why would they feed others a hundred miles away? they would not know about them nor care as mysteriously evil just avoids them according to Mtof.
they simply do not do much they are bit parts so why are they a major race other than blind tradition?
halflings do not do much of anything as they do not organise beyond the local level they at best would be runners or suppliers if they are even able to be found.
halflings are like a tree falling a Forrest without anyone around, would anyone know they happen?
You don’t need to make eloi. You’ve already chosen to characterize halflings like that.

You said early in the thread that your hatred of halflings is absolute. I should have taken you at your word. There’s nothing wrong with a halfling-free game world if that’s what you want, but if you want to use them there are ideas in this thread that might help.
it is more the point both are based on the countryside arcadia one being a dark take on it, hence the words "to make dark halflings" it was a suggestion on how to make them fit a grim setting without just enslaving them.

you are correct I am the one guy in this thread who does honestly hate halflings but I am willing to hear people out and I have changed my mind before but the arguments for halflings are just insulting for the type of media we work with and no makes them have any real importance in the world.
 

true they could, but I could grow a third eye gain enlightenment and become a benevolent demiurge, could is not the same as will, why would they feed others a hundred miles away? they would not know about them nor care as mysteriously evil just avoids them according to Mtof.
Why would they be hundreds of miles away? If there's a world-shaking event going on, it would be shaking their world as well. You think invading demons and armies of undead are just going to ignore halfling towns? At the very least, they'd want to defend their own settlements. And if halflings are believers in helping others, then they'd be supporting the war effort. Soldiers who are alive and fed because of halfling help are going to want to defend halfling homes.

Plus, lots of them live in human cities. Which, you know, the BBEGs tend to want to destroy or conquor.

they simply do not do much they are bit parts so why are they a major race other than blind tradition?
Because lots of people are able to think of ways to use them well. It literally took me five seconds to realize what part halflings could play in a major event of any size if they weren't front-line fighters. I'm sure you can spend five minutes coming up with ideas on your own. If you don't think they have any real importance, it's entirely because you have decided that.

halflings do not do much of anything as they do not organise beyond the local level they at best would be runners or suppliers if they are even able to be found.
halflings are like a tree falling a Forrest without anyone around, would anyone know they happen?

it is more the point both are based on the countryside arcadia one being a dark take on it, hence the words "to make dark halflings" it was a suggestion on how to make them fit a grim setting without just enslaving them.
To quote a thing I've heard about Changeling: the Dreaming: they are the light which causes the shadows. You use them to show how dark the rest of the world is in comparison. And to quote Isaac Asimov on why he didn't like dystopias (or utopias): you can't make a symphony on just one note. And If you don't have anything good in a grim setting, then it's just dark edgy angsty boringness. As some people put it, a pizza cutter: all edge and no point. If everything sucks all the time, why play in it? And I say this as someone who likes running horror and likes Ravenloft, where you literally can't defeat the Dark Powers.

You have small moments of goodness and triumph, and it makes fighting the darkness more satisfying. And halflings are, by definition, small moments of good and triumph.
 


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