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

This idea that races require niches that are some sort of limited resources is bizarre to me. Wanting races to be well-integrated into the campaign setting I can understand. But why do some people treat this integration as a zero-sum game? As long as the DM has the desire to do so, what’s wrong with them integrating any and every race they please into their setting?
Personally I dislike massive conceptual overlap. I like a clear selection of solid archetypes that are still broad enough that they don't become totally flanderised.

Now I don't agree with @Lanefan that this is necessarily an issue with "monster races" unless you want to include a ton of them. They usually actually bring something pretty distinct to the table. Like the dragonborn are actually obviously rather different than elves or halflings. Now if you want also include the lizardfolk and troglodytes then we might face the problem I mentioned.
 

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Two campaigns online, the one-shot was in person. I agree that in person was harder, since when I play in person, I don’t use any electronics.
Gotcha. May just be table variation then. If you ever decide to give it another try and haven't used Foundry yet, I'd strongly recommend it. The pathbuilder app is also very good. Together, the two of them have brought down the player-facing fiddliness enough that the game runs about as good or better than 5e on Roll20.
 


It wouldn't have been true a year ago, but after a bunch of these threads, I think I would be just fine with having Halflings be a subtype of gnome in 5.5 (forest gnome=elfy magicky ones, rock gnome=dwarfy tinkery ones halfling=agrarian humany hairy footed ones).

Not sure how to sell that opinion though.
 

I would feel less shame playing a halfling if most of them looked like Lidda. And I believe they’re called hin in Forgotten Realms. The remaining shame would go away if “halfling” was replaced with that across the board.
 

@payn I could see going a step further and really cheesing a lot of people off. Make gnomes and Halflings like the plane touched, but they'd be the spirit touched, and could play off all of the old household spirits and gods. (I'm pretty sure that it would make one or two of the regular posters on EN happy to pull those myths in -- I'm not there yet).
 



Love it! Hin is a good name too. I‘ve always figured the names of the races in the PHB are what humans call them rather than what they call themselves. “Dwarves” is another one that feels weird as an autonym, and half-elf/half-orc is obviously a humanocentric naming convention - I assume elves/orcs would refer to them as “half-human.” My halflings just call themselves “people” and humans “big folk.” Dwarves call themselves dwerrow, as do gnomes which are very closely related to dwarves. For elves, I continue my ongoing trend of shamelessly ripping off Dragon Age and have them call themselves Ela-Vhen, which is where the common misnomer “elven” comes from, and “elf” is sort of back-derived from that misnomer. Ela is “elvish” for people and Vhen for forest, and Ela-Vhen properly refers to wood elves. High elves are Ela-Drin (from which the term Eladrin is derived), and dark elves are Ela-Drow (from which the term Drow is derived). Drin and Drow are a bit like Seelie and Unseelie.
That’s fantastic. My dwarves in the game I’m writing call themselves Döragr, and the elves are just alfar, which isn’t as fun. I’ve been meaning to rename the svartalfar especially, to something more on theme for semi-nocturnal elves who are descended from spirits of the night, the hunt, moonlight and starlight.
 

Now I don't agree with @Lanefan that this is necessarily an issue with "monster races" unless you want to include a ton of them. They usually actually bring something pretty distinct to the table. Like the dragonborn are actually obviously rather different than elves or halflings. Now if you want also include the lizardfolk and troglodytes then we might face the problem I mentioned
But that's the thing.

Although dragonborn, lizard folk, and troglodytes are all scales, they are very different mentally and physically with vastly different and impactful racial "powers".

The issue with halflings is mentally they overlap with human farmers and physically their powers are so nerfed that they aren't impactful if any other small races exist.
 

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