Below is what the gameplay of a tabletop RPG might sound like.

Game Master: “You’re in a room. There’s a door, and a table.”
Player: “I look at what’s on the table.”
Game Master: “There’s a keyring, a notebook, and a pack of cigarettes.”
Player: “I take everything and leave the room.”
Game Master: “The door is locked.”
Player: “I check the keyring for a key to the door.”
Game Master: “You see a key with a 13 stamped on it. It matches the number on the door. You use it and the door opens.”

There’s a lot of different styles and flourishes that can be used, both by players and the Game Master.

Consider the statement about looking for the key. The exchange could have gone like so.
Player: “I look through the keyring.”
Game Master: “Roll Investigation”
Player: “I got a total of 12.”
Game Master: “You spend a few moments looking through the ring, and you find the key you need.”

The rulebook for your game will often give guidelines on when rolls should be made, how they work, and what the numbers mean. (Though even if the rulebook doesn’t explicitly say anything, knowing a little bit of probability can go a long way in filling in any gaps your rulebook misses.)

This scene is depicted entirely with words; though it could have also been shown to the players with diagrams and props. Such methods could range from a drawing of the room, to generic tiles and pawns, or even a diorama using building blocks.

Props like that are useful for both Game Masters who may struggle with words, or with players who have trouble focusing without a some kind of visual aid.

This also makes tabletop RPGs a creative outlet for people who like painting figurines, building miniature scenery, or many other different forms of art.

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