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.

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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

Charlaquin

Goblin Queen (She/Her/Hers)
I absolutely love halflings, so this “problem” feels kinda overblown to me. Yes, Tolkien’s hobbits were generally not the adventuring types, but first of all both stories made a point about how some hobbits (the Tooks in particular) very much were driven to adventure, and were in fact surprisingly well-suited to it. Indeed, hobbits surprising other characters with their capability is kind of a running theme. Second of all, while Tolkien’s hobbits are of course the inspiration for D&D’s halflings, halflings have grown well beyond that. They are defined in D&D by their curiosity, pluck, and wit (and, yeah, a lot of that is a softening of Kender).

To answer the question of how folks have confronted this “problem”, such as it is, in their own games, I’ve specifically made the Tolkienesque notion of the halfling homebody an in-world stereotype.
 

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Stormonu

Legend
I've had halfling players throughout my years as DM, and have played them myself. Kender too. (disclosure; growing up I quite niave about property. Not in a malicious or kleptomaniac way, but I often didn't "get" that it wasn't okay to use friends and other people's possessions without their permission. Unless it was edible, it would end up back where it came from after I was finished. In that regard, I "get" kender).

As far as my homebrew goes, they're called hillenfaey, and they live together in a kingdom with the gnomes, the kingdom is called Llinn (Lyn). It's a rural realm, but the gnomes and halflings are just as adventurous as any other race, and twice as mischievous. Hillenfaey have a presence just about everywhere, preferring rurals areas just on the outskirts of big cities or rural areas in civilized areas. But they're just as brave to make and defend a home in border areas as well - with their housing having deep, easily defended cellars.

If you're having problems with using halflings, I suggest looking up the old Finneous Fingers comic from Dragon. That'll get you thinking out of the box.
 



in season 3 of critical role one of the characters plays a character that at times has that kender quality. Its done in a way thats humorous but not obnoxious (i think the obnoxious part is key)

Mercer has integrated his halflings into his world without a problem. they are farmers ,on city council etc . just like orcs and any other race
 

billd91

Not your screen monkey (he/him)
Halflings have been relatively common in games I run and play in. We've never had any problem with them or, pertinent to the other thread, gnomes - or of them being separate.
If we ever have a player with an irrational hatred of either, they're generally put in a position of "shut up about it or leave".
 


in season 3 of critical role one of the characters plays a character that at times has that kender quality. Its done in a way thats humorous but not obnoxious (i think the obnoxious part is key)

Mercer has integrated his halflings into his world without a problem. they are farmers ,on city council etc . just like orcs and any other race
Sort of the issue for me. When anything can be just like any race, everything start to lose its uniqueness, and truly become ' humans in a rubber mask'. IMO
 


Grantypants

Explorer
I used Kender as the "evil version" of Halflings. In my world, the "evil versions" of races (Drow, etc) aren't literally underground in the Underdark, they're figuratively underground secret societies. My Kender understand private property, they just reject the concept.
 

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