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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: dress-ups and props for many stories
Quick answer

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

ItemHow many stories it carriesWhat it's good forDrawback
Licensed costume of one character1–2Book Week parade, birthday partyThe 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 fabricdozensCape, skirt, cubby roof, river, baby blanket, treasure sackWithout a grown-up's idea it just sits there at first — it helps to start the first game together
Hat or capmanyPostie, magician, captain, farmer, detectiveOne hat gets boring fast; two or three different ones work better
Apron with a pocketmanyCook, shopkeeper, florist, painter, doctorMust be easy to put on without help, or it interrupts the game
Vest with pocketsmanyExplorer, firefighter, mechanic, zookeeperBetter from about four
Ready-made “doctor” or “hairdresser” set1–3A quick start to one particular gamePlastic tools have only one use and the pieces get lost

Costume basics that carry more than one story

  • Two big scarves in different colours
    Ideally 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 hats
    An 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 apron
    An 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 Velcro
    Made 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 bag
    Glasses 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 sash
    A 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 box
    The 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, buttons
    Money, 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 pencil
    The 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 packaging
    Rinsed-out tea boxes, yoghurt tubs, paper bags. They turn into a shop, a chemist or a picnic.
  • Kitchen scales and a measuring jug
    A real tool the child is allowed to use makes the game instantly serious — even if what's being weighed is pine cones.
  • A torch
    Night 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.

  1. 1
    Pick the stock
    Head 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.
  2. 2
    Build a counter
    A big box or a stool turned towards the customer. Flowers go into rinsed yoghurt tubs, with a scarf underneath as a tablecloth.
  3. 3
    Dress the shopkeeper
    An apron with a pocket for the money, and a notebook for orders in the pocket. Nothing else needed.
  4. 4
    Make money and prices
    Gumnuts, bottle tops or paper coins. The child draws the prices on a slip — so many dots, so many bottle tops.
  5. 5
    Come in as the first customer
    You 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.
  6. 6
    Swap roles
    After 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.
  7. 7
    Turn the shop into another game
    The 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.

“Hello, I need a bunch of flowers for my nan, but I've only got three gumnuts. What can I get for them?”
“Excuse me, this rose looks sad. Can it be fixed?”
“Doctor, my teddy swallowed a button and now he keeps sneezing. What should I do?”
“I've got a parcel for Mr Dragon, but I don't know where he lives. Can you tell me the way?”
“Captain, there's a storm at sea and we've only got one scarf. What do we do?”
“Sorry, I'm not a customer, I'm the inspector. Is everything in order here?”

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

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FAQ

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Popular questions

The first signs appear at around two, when a toddler pretends to drink or feeds a soft toy. Proper scenes with roles and other children get going between three and six.