• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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

James Gasik

We don't talk about Pun-Pun
Supporter
Having run a campaign once where the main continent was primarily settled by Halflings instead of Humans, I really don't see a problem with making them a central part of a campaign world or setting. Have them if you want or don't, the same is true for any race, even Humans.

Heck, I remember those old ads in Dragon magazine about Talisanta, where the biggest selling point (among many) as the proclamation, "NO ELVES". Seemed odd to me, but apparently a lot of people liked the setting, so there you go.

https://futurolog.files.wordpress.com/2017/09/ad-no-elves.jpg
 

log in or register to remove this ad

Mind of tempest

(he/him)advocate for 5e psionics
On reflection, most of these objections and problems cited in the article (and in the responses to the article) just don't resonate with me. It's take a lot more effort and contrivances to integrate goblin and kobold PCs into a game sensibly than halflings. I really don't have any difficulties with halflings or ghomes, and they've both been well-represented in my games over the last 30 years. Halfings might be derived from Tolkien, but they're not hobbits any more and most of that baggage is gone.

I do admit to having an aversion to the traditional "monsters" as PCs. I'll work with players who want to use them, but I don't like them much.
dude halfling are horrible to use outside of shire rip-offs, goblins and kobold have ease of Ideas and a whole lot of blank space it is not hard to make a kobold nati0pon as it is just a nation ruled by dragons as pampered demi gods.
Having run a campaign once where the main continent was primarily settled by Halflings instead of Humans, I really don't see a problem with making them a central part of a campaign world or setting. Have them if you want or don't, the same is true for any race, even Humans.

Heck, I remember those old ads in Dragon magazine about Talisanta, where the biggest selling point (among many) as the proclamation, "NO ELVES". Seemed odd to me, but apparently a lot of people liked the setting, so there you go.

https://futurolog.files.wordpress.com/2017/09/ad-no-elves.jpg
a lot of people have had elf main players and they were super big back in the day so wanting a break from them made a whole lot more sense back then.
 


doctorbadwolf

Heretic of The Seventh Circle
Having run a campaign once where the main continent was primarily settled by Halflings instead of Humans, I really don't see a problem with making them a central part of a campaign world or setting. Have them if you want or don't, the same is true for any race, even Humans.

Heck, I remember those old ads in Dragon magazine about Talisanta, where the biggest selling point (among many) as the proclamation, "NO ELVES". Seemed odd to me, but apparently a lot of people liked the setting, so there you go.

https://futurolog.files.wordpress.com/2017/09/ad-no-elves.jpg
My Islands World setting has no humans, or high elves. I’ve considered ditching elves, too, frankly.
 



It takes 33 1d20 rolls for Lucky to trigger AND turn a failure to success.
And how many times does a player roll a D20 in a typical session? A lot more than 33!
The races in the PHB are meant to be found as NPCs.
The races in the PHB are intended to be player characters. The clue is in the name. The stuff for world building is in the DMG.

Which I'm pretty sure encourages world builders to use whichever races they like.
And PC integration in the setting is a major part of player engagement. I find that player with attachments to the setting tend to be more engaged and least likely to tune out. Taking race out the picture takes it out as an option.
The player characters can't engage with people who look different to them?!

That's not an attitude I'm familiar with. But whatever, just tell players they have to select from the races you have decided are important in your world. Which doesn't have to include halflings if you don't like them, altered or otherwise.
 


Faolyn

(she/her)
dude halfling are horrible to use outside of shire rip-offs, goblins and kobold have ease of Ideas and a whole lot of blank space it is not hard to make a kobold nati0pon as it is just a nation ruled by dragons as pampered demi gods.
Goblins and kobolds have several decades of being bad guys, though, which means that you need to do a lot of worldbuilding and have player buy-in if you want to turn them into something other than evil monsters. Even the idea of a kobold nation ruled by dragons has kind of an evil feel to it, because traditionally the good-aligned dragons don't rule nations.
 

Goblins and kobolds have several decades of being bad guys, though, which means that you need to do a lot of worldbuilding and have player buy-in if you want to turn them into something other than evil monsters. Even the idea of a kobold nation ruled by dragons has kind of an evil feel to it, because traditionally the good-aligned dragons don't rule nations.
That worldbuilding has already been done if you use Eberron, or Wildemount, or Ravnica.

But there is no particular reason why you need to limit the number of short people. Or have any short people at all if you don't like them.

There is no trouble with halflings (or gnomes, or whatever someone's pet hate happens to be), the trouble is with the idea that some races have to be core and some do not.
 

Remove ads

Remove ads

Top