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


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You don't need to remove halflings for that, unless you have vendetta against halflings. Now removing half-orcs for orcs might make certain sense, though we had a separate thread about that and some people disagreed.
I'm not suggesting removing anything.

To me the idea race line up for a D&D PHB is
  1. Aasimar
  2. Dragonbon
  3. Dwarf
  4. Elf
  5. Gnome
  6. Goblin
  7. Halfling
  8. Half Elf
  9. Half Orc
  10. Human
  11. Orc
  12. Tiefling
  13. Warforged
13 races 13 classes
 




Tropes.

Really, that's the answer. Generally "beast men" in fantasy I've consumed are vastly different (though usually don't include reptile species) but all a related species. If it is generic enough, you can also cover ideas that aren't specifically listed, but that you can get "close enough"
We definitely haven’t consumed the same media then. Certainly it’s not the case in D&D that all “beast folk” are closely related
It also helps when you have players looking for "I want to be a beast character" to have all of them gathered together in one heading, instead of spread out among multiple places.
I get wanting to have a single mechanical construct that can be used to represent various anthropomorphic animals, perhaps with customizable stats to create the particular species you want. But having them all be one “race” lore-wise? Nonsense. You can’t honestly think D&D would be better off if Yuan-Ti, Gnolls, Slaadi, Kenku, Kuo-Toa, and Tabaxi were all one race that shared the same lore. So much of the richness of the setting(s) would be lost!
 
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What does this mean? I think a big part of appeal of halflings to a lot of people is that they aren't super fantastical or a big deal in the setting.
Because

  1. Humans exist if you don't what to be fantastical
  2. Playing a PC means you are actively being a big deal.
  3. Any race can be a peasant
Halfling being a mundane, redundant, hard mode race is a bad idea as an incusion in the PHB.

If there is only one PHB and it's for creation of the most important displays of PC archtypes, then the halfling if included shouldnt be singled out as a "special case" race in both lore and mechanics.
 


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