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


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Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
Oooh, Paladin makes a ton of sense. Especially for one's like Symphogear, where everyone was in mech-armor and using weapons (Yes, mech-armor wearing magical girls, based on the power of singing. Symphogear is awesome)
I just couldn't get into it. :(
 

James Gasik

We don't talk about Pun-Pun
Supporter
Actually (🙄—I know how that sounds), they were first presented in a Dragon magazine article, and the made official in the 1e Unearthed Arcana.
Oh yeah, I know, but I can never remember what's in what issue of Dragon. Monstrous Mythology I can at least point to.
 


Hussar

Legend
So you need to prove they're unpopular, and you can't use percentage of players or lack of support as evidence.
LOL.

I don't have to "prove" anything, for one. Because the goalposts for proof are just going to go skating ever further higher. Your argument is that halflings and gnomes are perfectly fine because... they are played and have support. But, I can't use percentage of players or lack of support (both of which are at least circumstantially established) to show that this is false. So, if I can't use the fact that low percentages of players are actually playing the races, and I can't use the fact that they barely appear in places where all the other races appear like in playable characters for modules, NPC's in adventures, mythology in the early days of the game, what can I use?

Look, I absolutely agree that I don't have any hard evidence here. I freely admit that. I freely admit that I'm looking at the same numbers you are and interpreting them in the opposite direction. You look at 5% and think, "wow, that's really successful". I look at 5% and think, "Wow, that's a pretty sad failure and wouldn't it be nice to get some new ideas in there that might bump that number upwards?" We're just not going to agree here.
 




James Gasik

We don't talk about Pun-Pun
Supporter
I actually liked 3e/4e Halflings better, because in my mind, Hobbits is only one way to interpret Halflings in the game. And yeah, Dark Sun's iteration might be problematic in 2022 but is sure was memorable!

More memorable than Spelljammer's furry arctic Halflings were, at least.
 

Faolyn

(she/her)
Look, I absolutely agree that I don't have any hard evidence here. I freely admit that. I freely admit that I'm looking at the same numbers you are and interpreting them in the opposite direction. You look at 5% and think, "wow, that's really successful". I look at 5% and think, "Wow, that's a pretty sad failure and wouldn't it be nice to get some new ideas in there that might bump that number upwards?" We're just not going to agree here.
D&D Beyond has a homebrew section for races. Each page has 20 races, and there are 2,530 pages. There are literally over 50,000 different race options available to people who use that site, not including all the many, many hundreds of races from 3pp books and various websites that haven't been uploaded to it.

Halflings are, going by the numbers on D&D Beyond from 2019, are the 7th most popular race out of over 50,000 races.

Humans (22.8%)
Elves (11.2%) (Edit: high and wood only; drow didn't make it on this chart)
Half-Elves (9.1%)
Tieflings (7.5%)
Dragonborn (7.2%)
Dwarfs (6.6%)
Halflings and Half-Orcs (tied for 4.7%)
Goliaths (3.9%)
Genasi (water, air, and fire only, 3.4%; earth genasi didn't make it on this chart)
Gnomes (rock and deep only, 3.1%; forest gnomes didn't make it on this chart)
Aarakocra (2.8%)
Changelings (1.4%)
Tabaxi (1.2%)

How on earth do you think that being the 7th most popular race is "bottom of the barrel"? They're not even the least popular race using only the PHB!

What can you use to support your claim? Well, since you can't use number of people who play them and you can't use lack of support, maybe you need to reevaluate your claim here and stop saying that it's a fact that they've been unpopular from the start.
 
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