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

Halflings/Hobbits are the main characters of two of the most influential classical DnD-esc fantasy movies/trilogies, if you tried to remove them there would be outcries at wizards for doing so because good or not halflings are a solid part of alot of people’s perception of a fantasy world.

They're a solid part of one specific fantasy world. Saying that you can't have a fantasy world without halflings is a little bit like saying you can't have a space opera without wookies
 

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They're at least as distinct from each other as halflings are from gnomes. Munchkins, halflings, gnomes, oompa-loompas, dwarves, kender, these are all distinct - and of all of them them I think the halflings would be the most problematic to integrate into a setting. Tolkien barely integrated them into his own setting; They just sort of inexplicably show up at the very end of the Silmarillion.
Distinct because of "race" or distinct because of culture? Because those are very different things.
 


They're a solid part of one specific fantasy world. Saying that you can't have a fantasy world without halflings is a little bit like saying you can't have a space opera without wookies
You don't have to have wookies. Or space ships or energy rifles or any of the common tropes. That doesn't mean that if we're playing a Star Wars RPG that we should get rid of wookies just because some people think they're boring.
 

I think this is a bit misleading, and also kind of the problem. See, by saying that they are the main character of "the two most influential classical DnD-esc Fantasy Movies/Trilogies" you are first obfuscating that those trilogies are set in the same world, by the same author.
I don't think that's obfuscating much of anything. For many people, Tolkien is the primary influence on D&D. For many people, it's also their go-to idea of what D&D should look like. Which means that for a lot of people, the fact that both of those trilogies feature hobbits/halflings means that they're prominent. It does not matter, except for the absolute purists, that Tolkien was just an influence or that D&D very often doesn't look or feel like Middle-Earth.
 

Halflings, gnomes and small humanoids aren't easy to be adapted into action-live productions, because the dwarves from the real life have got different body proportions.

Halflings have been for a long time rip-off of Bilbo Bolson or Lidda (3.5 iconic hafling rogue), and that has been a wasted potential. The racial traits could be changed with optional variants, but really the most necessary step the creation of charismatic halflings characters, rightly designed, (avoiding being Mary Sue or like this) in the main media.

Tolkien has been a great influence, and least for lots of players.

Some players like to break stereotypes in the sense of "my character is not like the rest of her community, doesn't follow the standards social conventionalisms and she feels misunderstood, then she becomes adventurer to find her own path".

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They're a solid part of one specific fantasy world. Saying that you can't have a fantasy world without halflings is a little bit like saying you can't have a space opera without wookies
Is anyone suggesting this?

What halfling fans are saying is that halflings help us tell stories that aren't available through other races without playing counter-type. We want to continue to tell those stories through a supported race. We are inspired by the tales of Willow and Frodo and Nori and Poppy and Samwise and even Tasselhoff.

We are suggesting that there are several different tales available with halflings. They aren't a monoculture and attempts to shoehorn halflings that way ignores their presentation in novels, shows and gaming.

We are also saying that they aren't the least popular race in the Player's Handbook, proven out by the numbers. And yet, because people despise them the halfing is the one suggested to be removed.

No one is asking you to play a halfling. And since I'm not at your table I won't ask to be one there. I'm suggesting that they not be eliminated from the Player's Handbook, because my stories deserve to be told.
 

My point is more the fact that while yes, LotR is only one franchise in many, it is also one of the biggest mainstream examples and probably a fair few people’s first exposure to medieval fantasy, and first impressions like that tend to stick in people’s minds, it’s the quintessential campaign quest wrapped up in an easy and high quality viewing experience.
I think that was true 40 years ago. I don’t think that is true now. Definitely my kids’ (teenagers now) first exposure to fantasy were tv shows like “the Dragon Prince”, “Wakfu”, “School of Good and Evil”, “Avatar” that often have fantasy races but not halflings.
 

I think that was true 40 years ago. I don’t think that is true now. Definitely my kids’ (teenagers now) first exposure to fantasy were tv shows like “the Dragon Prince”, “Wakfu”, “School of Good and Evil”, “Avatar” that often have fantasy races but not halflings.
Doesn't that mean, then, that halflings would be as exotic and new to them as non-Tolkienesque races are to older gamers?
 

I think that was true 40 years ago. I don’t think that is true now. Definitely my kids’ (teenagers now) first exposure to fantasy were tv shows like “the Dragon Prince”, “Wakfu”, “School of Good and Evil”, “Avatar” that often have fantasy races but not halflings.
More people watched Rings of Power in the past three months than watched all of those shows this year combined.
Willow comes out in one month. I expect that it will show numbers at least as good as Shadow and Bone, which means it will be a top 10 streaming program on release. None of what you mention are.
 

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