17 June 2011

Review: Halflings of Golarion

This review is as much about my annoyance with Amazon “reviews” as it is about the book itself. I create my own gameworlds, so I haven't subscribed to the full Pathfinder Companion series. I did, however, pick up all the race books, since I figured those could easily port to any setting. But as I put them in my cart, I saw 2 star review after review.

The venom hurled at these books is ignorant and unjustified, especially since they only cost about 8 USD on Amazon. That's barely more than a paperback book for 32 pages of full-color RPG material. The artwork isn't shoddy, either, which doesn't come cheap. Yes, I too remember the days when I could buy a hardcover D&D book for 10 USD. That was a lot of inflation ago. Frankly, the Pathfinder Companion books have better writing and much better art than most of those 10 dollar hardcovers of the '80s, any way.

But on to the book itself. Halflings started off as hobbits with the serial numbers partially rubbed off and they have struggled to break out of that mold ever since. There have been many attempts over the years to do just that, but this book is one of the better ones. Golarion halflings are no longer the secluded, isolationist country folk of early 20th century England. They are ubiquitous and, in many ways, are the backbone of human society. Humans get the credit and the glory, but very often the actual work was done by halflings standing in the shadows.

The book is set in the Pathfinder setting of Golarion and assumes knowledge of the setting. This doesn't detract from the usefulness of the book. Halflings are slaves in the obviously lawful evil empire and freedom fighters in the good nations. I found very little information that I couldn't puzzle out with a little effort.

The crunch of the book is as good as the fluff. Of particular interest is the Jinx section. Most halflings are born lucky – and, in a southern desert nation, their main job is being a good luck charm for caravans. A few halflings, the jinxes, are born without that luck – and they can inflict their lack of luck on others. This ability is perfect for the halflings that still live in slavery. They can hinder their masters at every turn and remain undetected. If you have the Advanced Player's Handbook, jinxes also make the perfect witches.

My only complaint about the book is that it doesn't go far enough to separate halflings from their decades of baggage. I think the characterization of the halflings that are still enslaved is fine. Their small stature does make them vulnerable and it is plausible that the evil empire could stomp out any real magic use. But free halflings have no such hindrances. Halflings might not match the martial prowess of the larger races, but a fireball is a fireball. Why wouldn't a free halfling want to enforce his continued freedom himself with magic? Alchemy is an even better fit, given the halfling predisposition to crafts. The free halflings might be content to stay in the shadows, but they shouldn't be willing to be pushed around any more.

While I wish the authors had pushed the envelop a little more and made the halflings even less like hobbits, this is a solid book filled with excellent ideas. Whether you GM, run halfling characters, or just like reading good gaming books, Halflings of Golarion is an excellent choice.

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