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?
 

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Michael Tresca

Michael Tresca

Reynard

Legend
In the 9 years since 5e came out, it was 2 years ago. I don't feel like it's misrepresentative for where the race is, as a generalization. I don't think this article in any way was talking about "This is an issue particular to this month in D&D" but was rather far more reaching to "The problems with Halflings" for decades. Which is what I'm replying to. I think the race remains middling-level of popularity as a generalization, even if there are new shinnies in the moment.
The data was from 2017 -- 5 years ago. I was just saying that's pretty outdated.
 

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I don't think WotC does a great job fitting in all the races into their own settings. This is partly because there are just so many of them.
I'd argue that the larger reason is that most of their race-based resources are invested in developing increasingly obscure brands of elves.

Lead Designer: ok everyone. We now have forest elves, underground elves, shadow elves, sea elves, and snob elves.. what's next?

Number 2: uhhhh...sea-forest elves?

Lead Designer: brilliant Number 2, we get two more from that, one version slightly more forest than than sea...we'll call it a swamp elf

Number 2: ohhh...and the other could be more sea than forest..

Lead Designer: ..exactly Number 2.. we'll call that one...hmmmm.

Number 2: Kelp elf?

Lead Designer: I love it..what's other combinations have we negl...

Jensen: Uh guys.. are we ever going to spell out the differences between Lightfoot and Stout halflings..from the PHB?

Lead Designer: Get out Jensen! Can't you see we're working here? Go make a sandwich or something and leave the work to the professionals.

Number 2: underground shadow elves?

Lead Designer: yesss! More! MORE! keep them coming..
 

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
I agree, and I say that as someone who tries really hard to avoid the bioessentialism trap. The Mos Eisley Cantina/cosmopolitan vibe works for me in certain locations (e.g.: Sharn, in Eberron), but when it comes to NPCs I prefer to make the races culturally unique in my settings. I do find it boring if orcs and gnomes are always just humans with different heights. (Obviously PCs are under no such restrictions.

So when it comes to halflings, I usually find them pretty boring—they really are just short humans in most settings.
 

Atomoctba

Adventurer
I am having the same trouble recently. In my actual campaign I decided make a clear distinction of the biological feel of races/ancestries/however you prefer to name them. Any race could be of any culture, so the way of thinking is not a factor here. A dwarf can be grumpy and workaholic as much a human or elf could be. Some dwarves are more frivolous and inconsequential than the typical elven stereotype, and so on. What makes a dwarf a dwarf or an elf an elf then? Biology.

So, in the current campaign, dwarves are almost earth elementals that have flesh instead of rocks as body. Elves are linked in a fundamental way with nature (not fey, nature itself, making them better druids than mages or whatever). Gnomes are literally fey creatures that were born in dreamscape, but were trapped in the "waking world". But halfling? Remove the cozy nature and the carpe diem aptitude from them and they are just small humans. I am struggling to make them distinct someway from the biological aspect.
 

payn

He'll flip ya...Flip ya for real...
I am having the same trouble recently. In my actual campaign I decided make a clear distinction of the biological feel of races/ancestries/however you prefer to name them. Any race could be of any culture, so the way of thinking is not a factor here. A dwarf can be grumpy and workaholic as much a human or elf could be. Some dwarves are more frivolous and inconsequential than the typical elven stereotype, and so on. What makes a dwarf a dwarf or an elf an elf then? Biology.

So, in the current campaign, dwarves are almost earth elementals that have flesh instead of rocks as body. Elves are linked in a fundamental way with nature (not fey, nature itself, making them better druids than mages or whatever). Gnomes are literally fey creatures that were born in dreamscape, but were trapped in the "waking world". But halfling? Remove the cozy nature and the carpe diem aptitude from them and they are just small humans. I am struggling to make them distinct someway from the biological aspect.
The missing link? Halflings and humans evolved apart at some point.
 

Minigiant

Legend
Supporter
I raised the status of Halfling one of my settings by making the Halfling goddess the goddess of family and hearth. She marries her children to the children of other gods to instil a pledge of protection of halflings by other races.

This allows halflings to live more carefree as they know many of the bigger folk are both duty and divinely bound to protect them. In return halflings have that same duty to others and are fierce allies in war.
 

Mind of tempest

(he/him)advocate for 5e psionics
As with nations run by members of any race, there isn’t one answer. Each nation is unique, and the races of their leaders do not determine their character.
okay, how do you imagine some halfling dominant cultures working as I literally can't?
My main criticism about this article is that it's anecdotal. "In my experience" does not equal a trend. I would like to see some objective data on what races players are playing.

As for kender...

Players. Players are the problem.

Ever since the internet was a thing, I've seen this criticism that kender are a bad race. Anecdotal evidence always seems to showcase problem players, yet we don't hear about the good players who never have an issue with kender - largely because they are familiar with the source material and understand it.

Jerk players can just as easily rob the party by playing a human rogue.

Halflings are fine. Play them like they're from the shire or like kender or somewhere in-between. Play them however you want. And if you're really cool, get that hairy feet thing going.
true the players are a problem but the kender are written in such a fashion that it makes it a perfectly obvious interpretation.
I'd argue that the larger reason is that most of their race-based resources are invested in developing increasingly obscure brands of elves.

Lead Designer: ok everyone. We now have forest elves, underground elves, shadow elves, sea elves, and snob elves.. what's next?

Number 2: uhhhh...sea-forest elves?

Lead Designer: brilliant Number 2, we get two more from that, one version slightly more forest than than sea...we'll call it a swamp elf

Number 2: ohhh...and the other could be more sea than forest..

Lead Designer: ..exactly Number 2.. we'll call that one...hmmmm.

Number 2: Kelp elf?

Lead Designer: I love it..what's other combinations have we negl...

Jensen: Uh guys.. are we ever going to spell out the differences between Lightfoot and Stout halflings..from the PHB?

Lead Designer: Get out Jensen! Can't you see we're working here? Go make a sandwich or something and leave the work to the professionals.

Number 2: underground shadow elves?

Lead Designer: yesss! More! MORE! keep them coming..
dude will still do not know what hill dwarves even are and they are at least understandable to adventure as.
 


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