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?
 

log in or register to remove this ad

Michael Tresca

Michael Tresca


log in or register to remove this ad

Chaosmancer

Legend
Sorry, defined it for myself. Here are synonyms, again, for myself: enormous, huge, colossal. Not halfling head-sized, but not “slightly larger”. The gnome pic above isn’t horrible, but given the author’s own choice of words, I’m led to believe my gnome has to have a prodigious nose. I haven’t seen artwork in 5e of a non-prodigious nose. Some may have a different opinion. Perhaps those folks can produce an erratum of the PHB text.

So, you stated "having schnozzes the size of halfling heads."in your first post. Now you are pulling back from that.

Also, you just said that you don't think the above pic is "horrible" but then say you've never seen 5e gnome art with a "non-prodigious" nose. But... that's the forest gnome from the PHB? The one you used as an example yourself?

I also think you are misunderstanding the idea of context here. Yeah, for noses, they have relatively big noses. But not outside of the human norm, and there are plenty of real-life people with big and prominent noses. So, in terms of noses, they have what is referred to as a prodigious nose, but that doesn't mean they have noses like a probiscus monkey, which they had in earlier editions. Their noses are... slightly bigger than average, which people who talk about nose size a lot tend to refer to as "prominent" or "prodigious"
 

Wyckedemus

Explorer
my hatred of halflings is absolute, I believe the only halfling should be in Tolkien's setting and nowhere else as any attempt to fix them removes anything that makes them a halfling, in eberron they might as well have made the the dinoriders any other races as they would be cool regardless.
darksun dwarves are less a departure from the base idea than the darksun halfling who might as well be anything else.
halflings do not deserve the fourth spot of common races, they should be moved towards the uncommon as they are less needed.

that said I do see the utility of a small folk race, I just do not really gel with any of the ones presented.

I do wonder how to do an evil version of halfling which I have ideas for.
Regarding evil halflings, in my home campaign I have introduced a society of small-sized tieflings spawned from halfling stock, colloquially called hellflings. They love to eat charred bbq, drink heavily, tailgate at music-filled rallies inspired by worship of Asmodeus and the Archdevils, and they love to raise a little hell in their little corner of the world, they call the Nine Shires.
 

Hussar

Legend
Haflings and their hairy feet, dwarves and their beards*, and gnomes with big schnozes will always be a thing in my campaign world.

* I’m currently playing a dwarf assassin spy whose hairless :p. Playing against type is a thing.

And yet halflings have not had hairy feet since the nineties.
 

Mind of tempest

(he/him)advocate for 5e psionics
I don't understand the question. Can you clarify?
I mean the halfling needs an overhaul to make all its traits make sense and work together properly.
Regarding evil halflings, in my home campaign I have introduced a society of small-sized tieflings spawned from halfling stock, colloquially called hellflings. They love to eat charred bbq, drink heavily, tailgate at music-filled rallies inspired by worship of Asmodeus and the Archdevils, and they love to raise a little hell in their little corner of the world, they call the Nine Shires.
that is both funny and insulting teiflings have no biological component that makes that them evil.
 


Unless of course, your stylistic opinion is that the game could have a few more spells or elf subraces..in which case..welcome to WOTC.
The application questions must be weird:

Are you a US citizen or otherwise authorized to work in the United States?
Are you at least 18 years of age?
Do you think wizards are the best class?
Do you think there can never be too many elves?

(anyone who answers no to any of these is automatically rejected)
 

Hussar

Legend
That may be part of the problem. There are more halfling distinctive examples by other game companies like Paizo. For example, Lem:
View attachment 253481
You pretty much can't look at that picture and not realize it's a halfling.

But again. This hasn’t been a DnD halflings in more than 20 years. And if WotC did that all you’d hear would be endless kvetching about how WotC was stealing from Tolkien and yet more proof that they are creatively bankrupt.

There’s no win condition here. Only losing on your own terms.
 


Minigiant

Legend
Supporter
The truth is Hobbits and Hobbitish Halflings were made for a setting with 4 races with 4 cultures.

D&D isn't that anymore and hasn't been for 40 years. The PHB comes with 9 races and 14-20 cultures at base. And adds races and cultures every years.

So Halflings who are defined by being small or towny no longer have those as unique. Much like the dexterity bonus.

So halflings have to figure out what makes them unique.
 

Remove ads

Remove ads

Top