03

How to Play

The Basics

InsightRPG is a tabletop roleplaying game (RPG). One player takes on the role of Game Master (GM) — the narrator, referee, and facilitator. The GM describes the world, portrays non-player characters (NPCs), and interprets the consequences of what the other players do.

Everyone else plays a character within the scenario. You ask questions, make decisions, and interact with the environment and each other. Dice rolls introduce randomness — just like the real world, outcomes are shaped by both skill and chance.

If you have played tabletop RPGs before, you will find much of this familiar. If you have not, do not worry — the rules are designed to be picked up quickly, and the GM will guide you through.

What You Need

Players Need

  • A character (provided or created)
  • A 20-sided die (the group can share one)
  • The quick reference sheet
  • A place for notes (notebook or laptop)
  • 3 hours of distraction-free time
  • A place to play
  • An open mind

The GM Needs

  • A 20-sided die (the group can share one)
  • This guide and 1–2 hours of prep time
  • A scenario idea
  • Prepared injects and complications
  • A fair hand of judgement
  • A guiding light

The Three Steps of Play

Every moment in the game follows the same simple loop:

  1. Discuss what you are thinking.
  2. Say what you want to do.
  3. Find out what happens.

The GM describes the scene to help you imagine the scenario and what is happening. You say what your character does. The GM interprets the outcome and describes the scene again. This cycle repeats throughout the entire session.

What You Can Do

You have complete freedom in this game, but action verbs help frame your intent. They fall into two groups: things you do during open discussion, and things you do when decisions carry mechanical weight (especially in Crunch Time).

Discussion Actions

These are the things your character does during free-flowing play:

Discussion action verbs and their descriptions
Action Description
Ask Investigate the environment by asking the GM questions. Seek clarification, request detail, or probe for hidden information.
Investigate Look into a suspicious event, explore a location, or gather more information about an object or individual.
Build Relationships Establish or deepen connections with NPCs or other players. Open up about experiences, show empathy, help with a problem, or spend downtime together.
Prepare Get ready for an upcoming event or challenge — study maps, set up equipment, or strategise.
Reflect Take a moment for introspection. Think about recent events and determine your character’s thoughts and feelings about them.
Observe Not every moment needs action. Sometimes simply watching — taking in the surroundings, reading the room — is the best option.
Challenge Question a decision, idea, or situation. This involves critical thinking, courage, and constructive criticism.
Inspire Motivate others through words, actions, or example. Rally the group around a shared purpose.

Decision Actions

These actions carry weight and often trigger a dice check:

Decision action verbs and their descriptions
Action Description
Persuade Try to convince someone to do something, whether an NPC or another player character.
Dissuade Try to convince someone not to do something.
Practice Improve a skill by performing it, studying it, or seeking advice and feedback from others. See Training & Mentoring procedure.
Research Spend time and resources to gain knowledge about a topic, gather information about a threat or opportunity, or better understand a problem. See Investigation procedure.
Implement Put a plan or decision into action. Organise resources, give instructions, and monitor progress. See Operational Deployment procedure.
Adapt Change your plans or strategies in response to shifting circumstances. This calls for flexibility, creativity, and resilience. See Strategic Pivot procedure.
Support Help another character with their actions. This involves cooperation, skill, and patience.
Coordinate Work together with other characters to achieve a shared goal through planning, communication, and cooperation. See Joint Operations procedure.
Negotiate Interact with another character or group to reach a mutual agreement or deal through persuasion, compromise, or trade. See Negotiation procedure.
Mitigate Take steps to reduce a risk or lessen the impact of a negative event through planning, problem-solving, and quick decision-making. See Risk Assessment & Mitigation procedure.
Advocate Argue in favour of a position, policy, or course of action on behalf of yourself or others. See Lobbying / Advocacy procedure.
Evaluate Assess the results of an action or the state of a situation. This involves analysis, judgement, and reflection. See Operational Review procedure.
Innovate Come up with a new idea, strategy, or solution. This involves creativity, risk-taking, and experimentation. See Innovation Sprint procedure.

Narrating and Acting

In this game, you play your role both as the narrator and the actor for your character.

Narrating

Narration involves describing your character’s actions and reactions. You might elaborate on how your character cautiously traverses a quarantine zone, or detail their facial expression when they encounter a new strain of the virus. You could also explain how certain situations affect your character emotionally.

Acting

When you speak as your character, you take on the role of an actor, delivering their dialogue. You can direct this towards your fellow team members or any NPCs you encounter during the game.

Your character will seem most authentic and compelling when you use a mix of narration and acting. Staying in character helps maintain immersion for the whole group.

Exploring the World

Imagine yourself in the scenario the GM describes. Think about the details you have been given and ask for more if you need them. You might ask broad questions like “How many people are coming into the shop?” or something more specific like “Do I see any masks I can use?”

Crunch Time

Most of the time, play flows freely as players speak, act, and think about what to do next. But there will be time-critical moments where the GM calls Crunch Time — the game slows down and everyone takes structured turns.

Worked Example

Session Structure

A well-run tabletop exercise follows a clear arc. Each phase builds on the last, guiding participants from arrival through play and into reflection.

Rapport → Energy → Tension → Resolution → Reflection

The five phases of a well-structured tabletop exercise, from opening rapport through to post-session debrief. Phase 3 (Play) is a repeating loop.

A Round of Play

Within each round, three entities interact: the Players, the Game Master (GM), and the Narrative. At the centre of every interaction sit the game mechanics and randomness (the dice).

Round of Play Interaction Model Triangle diagram with Players, Game Master, and Narrative at each vertex connected by bidirectional arrows. Game Mechanics and Randomness sit at the centre. Questions · Rulings · Prompts Choices Injects · Outcomes Players Decide & collaborate Game Master Narrate & adjudicate Narrative The unfolding story Game Mechanics & Randomness Dice · Skill checks Probability Player ↔ Player Every interaction passes through the game mechanics — dice rolls keep outcomes fair, dynamic, and unpredictable.
The three-way interaction between Players, GM, and Narrative, with game mechanics and randomness at the core of every exchange.
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