Role play: dress-ups and props for many stories
16/10/2026
A scarf, a hat, a box and a notebook can carry dozens of games. What to put in the dress-up box, how to set up a florist and lines that get it going.

Role play is a game in which a child pretends for a while to be someone else — a shopkeeper, a doctor, a postie or a dragon. What keeps it going longest are props that don't belong to one character: a big scarf, a box, a hat, an apron and a notebook with a pencil. A ready-made princess costume carries one story; a scarf carries twenty, because the child decides what it is, not the packaging.
What a child is actually doing in role play
The technical term is symbolic or pretend play. The child is doing three things at once: taking on someone else's role (“I'm the lady in the shop”), letting one thing stand for another (a peg is a carrot, a box is a car) and holding together a storyline they've made up themselves. That substitution is exactly why props matter so much. An object that already “knows” what it is leaves the child nothing to imagine.
You'll see the first signs at around two, when a toddler “drinks” from an empty cup or feeds a teddy. Between three and six this grows into whole scenes with several children, shared-out roles and rules (“you're the customer and you have to pay”). Paediatric research links this kind of free play with language development, self-control and the ability to see things from someone else's side — the child has to keep track of who's who and respond to other children's ideas.
A ready-made costume or costume pieces
| Item | How many stories it carries | What it's good for | Drawback |
|---|---|---|---|
| Licensed costume of one character | 1–2 | Book Week parade, birthday party | The child acts out the film, not their own story; in a year it's too small and they're bored of it anyway |
| Big scarf or length of fabric | dozens | Cape, skirt, cubby roof, river, baby blanket, treasure sack | Without a grown-up's idea it just sits there at first — it helps to start the first game together |
| Hat or cap | many | Postie, magician, captain, farmer, detective | One hat gets boring fast; two or three different ones work better |
| Apron with a pocket | many | Cook, shopkeeper, florist, painter, doctor | Must be easy to put on without help, or it interrupts the game |
| Vest with pockets | many | Explorer, firefighter, mechanic, zookeeper | Better from about four |
| Ready-made “doctor” or “hairdresser” set | 1–3 | A quick start to one particular game | Plastic tools have only one use and the pieces get lost |
Costume basics that carry more than one story
- Two big scarves in different coloursIdeally about a metre by a metre and a half, in cotton or light viscose. Blue is the sea, a cape and the night; red is fire, a carpet for a king and a tablecloth in a restaurant.
- Two or three hatsAn old hat from the back of the wardrobe, a cap and a paper crown. Headwear is the quickest way to say “now I'm someone else”, and a child can put it on and take it off on their own.
- An apronAn adult one is fine, shortened or folded over at the waist. The pocket is essential to the game — it's where the money, the recipes and the order slips go.
- A cape with VelcroMade from an old sheet, with a short strip of Velcro instead of a tie. If the cape catches on something, it simply comes undone.
- Glasses without lenses and a shoulder bagGlasses turn a child into a doctor, a professor or a grandma. The bag is a doctor's case, a postie's satchel and a shopping basket.
- A belt or sashA strip of fabric to tuck a cardboard-tube “sword”, a magic wand or a wooden spoon into.
Props without a single role
Besides costumes, play needs things that can be anything. Look for them in the kitchen and the recycling bin rather than the toy shop.
- A shoebox and one big appliance boxThe small one is a cash register, a letterbox or a doll's bed. The big one is a shop counter, a car, a rocket or a cubby house.
- Pegs, bottle tops, gumnuts, buttonsMoney, food, seeds, treasure. For under-threes, though, choose ones big enough that they can't be swallowed. Older children just need a tin to drop them into — the rattle of the “money” is half the fun.
- A notebook and pencilThe most underrated prop of all: orders, recipes, parking fines, tickets, treasure maps. A child who can't write yet scribbles — and “reads” it out loud.
- Empty food packagingRinsed-out tea boxes, yoghurt tubs, paper bags. They turn into a shop, a chemist or a picnic.
- Kitchen scales and a measuring jugA real tool the child is allowed to use makes the game instantly serious — even if what's being weighed is pine cones.
- A torchNight watch, a cave, a look down someone's throat, a lighthouse on a ship.
Playing florist, step by step
A florist is a good first game because it has clear roles (shopkeeper, customer), a simple transaction, and it smells of the outdoors. And it breaks down into pieces you can reuse elsewhere.
- 1Pick the stockHead outside together and gather what you're allowed to: dandelions, daisies, grass, twigs, leaves. On a rainy day, paper flowers the child cuts out and sticks onto skewers do the job.
- 2Build a counterA big box or a stool turned towards the customer. Flowers go into rinsed yoghurt tubs, with a scarf underneath as a tablecloth.
- 3Dress the shopkeeperAn apron with a pocket for the money, and a notebook for orders in the pocket. Nothing else needed.
- 4Make money and pricesGumnuts, bottle tops or paper coins. The child draws the prices on a slip — so many dots, so many bottle tops.
- 5Come in as the first customerYou have the role, the child has the shop. Order a bunch of flowers with a bit of a twist (see the lines below) and let the child work out how to deliver.
- 6Swap rolesAfter a few purchases, you be the shopkeeper and the child the customer. You'll see what they picked up from your playing — and often how they see you.
- 7Turn the shop into another gameThe next day the same counter, apron and notebook become a cake shop, a post office or a chemist. You only change the goods in the tubs; the costume stays.
Lines that get the game going without taking it over
In role play a grown-up works best as a character with a problem, not as the director. Bring the problem in one line and leave the solution to the child.
How to keep the game going past the ten-minute mark
The most common mistake is giving a child everything at once. A dress-up box full to the brim looks tempting, but children tend to rummage through it rather than play. It works better to leave just a few things out and swap the rest every so often — the same scarf after a week in a box feels brand new. One low box or basket the child can reach and pack away by themselves works well.
The second mistake is stepping into the game with questions (“And what's this? And why?”). It looks like interest, but it pulls the child out of the role. Talk from inside the story: instead of “what are you cooking?” say “mmm, that smells like soup for giants”.
The third thing is safety. Cords and ties around the neck don't belong on capes, and small parts don't belong with under-threes. There's more on this in the article on what to avoid when choosing a gift for a young child.
And if you want a toy that gets even a quiet child talking, have a look at our round-up of toys a child has to talk to play with. Role-play props belong there too — neither the shopkeeper nor the customer gets far without words.
Sources
- Yogman M. et al.: The Power of Play: A Pediatric Role in Enhancing Development in Young Children (Pediatrics, 2018) — Clinical report from the American Academy of Pediatrics on why free play matters for child development.
- Make believe (Wikipedia) — An overview of pretend play: role play, object substitution and how it develops with age.