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


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Do you mean core playable races or core races for the game?

Because one of those I'd agree with you on. The other I have to question what the heck you are talking about.
People have stated that there were supplemental that had non standard races. I don't remember ever seeing any until 4E's every race under the sun.

I'm not saying they didn't exist, I'm just saying I never saw them even at conventions or similar. I don't remember anybody even saying they were an option and I've played with a lot of different groups over the years.
 

OK, but if stats don't matter then why is it that every time the roll-vs-point buy-vs array debate comes up there's repeated howls along the lines of "Stats are way too important to leave to the whim of random roll".
that's not really the argument.

The argument is that rolled stat characters are virtually always higher value than point buy. The only reason to use die rolling is to have overpowered characters with no weaknesses. The proof of this is nearly all die rolled characters have higher stats than point buy ones, to the point where, at least in 3e, a point buy character was considered unplayable by die rollers.
 

Because otherwise what should be monsters aren't monsters any more, leading to a slow but endless loop where (A) designers come up with new forms of humanoid monsters as opponents for the PCs which leads to (B) over time those species become PC-playable and thus watered down which leads to (C) return to (A).

IMO in any design space this sort of loop is best stopped before it starts.
There's nothing in the game that "should" be monsters.
 

People have stated that there were supplemental that had non standard races. I don't remember ever seeing any until 4E's every race under the sun.

I'm not saying they didn't exist, I'm just saying I never saw them even at conventions or similar. I don't remember anybody even saying they were an option and I've played with a lot of different groups over the years.
D&D had the whole Gazetteer line which allowed anything from "humanoids" (orcs, goblins, etc.) to fairies to werebeasts.

2e had the Complete Book of Humanoids.

3e had absolute tons of races across probably at least a dozen books, maybe more.
 

People have stated that there were supplemental that had non standard races. I don't remember ever seeing any until 4E's every race under the sun.

I'm not saying they didn't exist, I'm just saying I never saw them even at conventions or similar. I don't remember anybody even saying they were an option and I've played with a lot of different groups over the years.
Never played Eberron huh?

We had kobold PC's in my World's Largest Dungeon, and goblin PC's as well, campaign in 2004. So, my anecdotal evidence is pretty different from your anedotal evidence.
 

D&D had the whole Gazetteer line which allowed anything from "humanoids" (orcs, goblins, etc.) to fairies to werebeasts.

2e had the Complete Book of Humanoids.

3e had absolute tons of races across probably at least a dozen books, maybe more.
I don't doubt you. I just never met anyone who used it or even discussed that it was an option.

TSR published a lot of things whether they sold or not.
 

I don't doubt you. I just never met anyone who used it or even discussed that it was an option.

TSR published a lot of things whether they sold or not.
<shrug> I've met plenty of people who used them.

Gygax famously had a balrog PC in one of his games.
 

There's always more nontraditional races.

Also just..

Look, the "traditional" races are (if you remove half-species) are: Elf, Dwarf, Human, Halfling, Gnome. You can add Half-Elf and Half-Orc if you want, but there is your list. That gets us between 5 and 7 options

Add in Non-traditional races? Already published in DnD we are looking at nearly 60 options. It is far far far harder to get bored with that many options than it is with the base "traditional" races. Especially since, the traditional races have the added problem of not being novel. If I want a story of an elven mage, I probably don't even have to play one, I can find multiple books featuring elven mages as the main character. But a Changeling Barbarian? Okay, that hasn't been done very often.
 

I'll concede this: if the PC versions can be literate then in the name of setting consistency they all can be literate.

What I won't concede is Kobold and Goblin being PC-playable in the first place.

Again, Literacy has NOTHING to do with the ability to build complex structures. It doesn't matter if you concede them being literate, because that was a non-factor.

And I've been discussing them as monsters, without even needing to address their PC versions.
 

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