In order to be engrossing, the constructed fantasy must appeal to the player on three distinct paradigmatic levels. "The resultant artifact compromises three interrelated systems of meaning; the shared mundane reality (the base culture), the system of rules which structure the game universe, and the content of the game/fantasy itself." (Hughes 1988:5). All three levels are subject to interpretation and often conflict with each other, resulting in disputes that can be difficult to resolve since they are occurring in different frames. The three levels must be in balance and when any is lacking it inhibits the frame and engrossment. In this article, I will show how the use of various types of props and gaming aides can help players and narrators navigate all three frameworks and ultimately increase engrossment for the entire group. The use of props in gaming can be broken into three basic categories: tools, stimulants, and sympathetic objects.
Tools
Tools are gaming aids whose primary purpose is to help the game's mechanics run more smoothly and keep confusion to a minimum. Maps, miniatures, and guide books are some of the most common objects found in this category. Maps and miniatures are used as reference materials to track the physical movements of the characters during moments when exact placement matters. While it may not be necessary to know exactly where each party member is standing as they walk around a tavern, it becomes crucial during combat situations. Weapons have limited ranges, spells have areas of affect, and terrain can alter visibility; during a battle, each of these things must be taken into account when planning your strategy. In a fight that pits 7 characters against 20 goblins, it is impossible to keep track of each creature's changing position without some form of physical representation to consult. As Bluebeard Gamer recalls, this was one of the problems with early D&D. "Yeah I really like to use miniatures. Everyone remembers old school DnD because it was very difficult. The tactical plans never held because everyone forgot where they were over the course of the fight." Books are important for much the same reasons. It would be completely impractical to expect each player to have the entire contents of half a dozen large books perfectly memorized. Having a well marked Player's Handbook or Gamemaster's Guide to consult eliminates most arguments before they begin. With few exceptions, all roleplaying games rely on the use of tools to some extent as a means of reinforcing the rule system and providing a balance between the primary and fantasy frames.
Stimulants
Stimulants are types of gaming aids employed to stimulate the player's senses. These serve not only to cancel out many unwanted ties to the mundane world but to create a more vivid fantasy world in its place. Music, incense, and candlelight are a few common examples of stimulants that many gaming groups employ. The narrator might choose to play eerie music in the background of a campaign with a horror setting, or light the room dimly with candles to suggest the party's flickering torchlight within a newly discovered tomb. Using altered speech patterns or accents for different characters is another popular method for enhancing the illusion of diversity. In one game, the narrator mimicked a Cockney accent for the gang of biker orcs, a cultured British accent when portraying members of the nobility, and a Southern drawl for several farmers. When the characters found themselves overlooking a tomb full of skeleton warriors, the players were eager to hear what accent he would use to represent the undead. The narrator, having not planned an accent for creatures made only of bone, paused for a moment to think. He then leapt to his feet, rapidly chattering his teeth and gesticulating wildly at his skeleton army. The group loved this little display and still laugh about it to this day.
Sympathetic Aids
The third category of gaming aids are the least commonly used in average game play. Sympathetic gaming aids are physical objects the players use to represent something tangible in game. Swords, costumes, and recreations of magical artifacts are good examples of these gaming aids. If a player is portraying a wizard, he might attend the game in flowing robes. His clothing does not have any actual impact on the running of the game, but it creates a link between the player and the character while also helping the other group members to see his character when they look at him. One player I interviewed brought a special rapier to the game whenever he played a certain character. He did not bring it to all games, or even to all games where he played a character that wielded a rapier. In his mind, that particular rapier was tied to the identity of that particular character, and he claimed having it with him was a tremendous help when trying to stay in frame. Even seemingly insignificant objects can make effective sympathetic aids if used properly. "I like to use parchment notes and letters in my games. Giving the players something tangible to touch and feel, something that looks ancient and worn... I think it brings another level of realism to the table," explained Thunderstud Gamer.
Another benefit to sympathetic gaming aids is that they provide additional legitimacy by displaying dedication to the hobby, which ultimately serves to bolster the player frame. One of the most difficult obstacles for some new gamers to overcome is the pressure of "gamer shame", which is the result of being socialized to associate roleplaying games with undesirable stereotypes. The more the other participants show loyalty the hobby, the more those around them are able to lose themselves in the character frame without fearing ridicule and judgment. In that context, the act of wearing a wizard's robe is the equivalent of proclaiming “Yes, I am proud to be a gamer and I am not afraid to take a stand for what I enjoy!"
Conclusion
Finally, I would like to discuss the importance of the most identifiable and recognized gaming aid used in roleplaying - dice! On the surface, they are used as tools to represent the effects of fate on the actions of the character. The player rolls the appropriate type of dice, and the result is combined with the fixed representations of his natural attributes and skills to determine if he attained his goal. However, the majority of gamers see the dice as more than tools. Fine (1983) made the same observation when "on one occasion, a player brought a calculator that he had programmed to generate numbers randomly from 1 to 100, eliminating the need for percentile dice. After a few trials, everyone returned to using two ten sided dice because they felt they had more control of the outcome." (pg.98). Players often attribute qualities to the dice they use, ranging from complaints that a particular die "hates them" to superstitiously protecting their lucky dice set. If the player feels this way, then the dice are actually stimulants as well because they strengthen the connection to the fantasy world by acting as a conduit between the character and themselves. Finally, dice can fill the role of a sympathetic gaming aid. In the Empire of the Petal Throne, each deity is associated with a particular color. Any time a roll is required that directly represents the action or will of a deity, the narrator rolls dice whose colors correspond to the deity (Fine 1983).
Gaming aids are a fun and enjoyable way to add something extra to the game. Using gaming aids contribute to the over engrossment and facilitate a deeper involvement in the game. If you are looking for something extra to add or you are just looking for something new, try adding some new gaming aids. You might be surprised by the result.
References:
Fine, Gary Allen. 1983. Shared Fantasy: Roleplaying Games as Social Worlds. Chicago, Illinois: University of Chicago Press.
Hughes, John. 1988. "Therapy is Fantasy: Roleplaying, Healing, and the Construction of Symbolic Order." Presented in Medical Anthropology Seminar. Department of Prehistory & Anthropology, Australian national University.

