tabletop role-playing games, as a medium i think, are predisposed to crafting reals, on top of it being largely an exercise of language.
i'm using "real" right now as a basic "something that is completely true thing." in a sense, role playing game design is reality-crafting.
this means that every mechanic and every word used in the game, down to the language, is a way of crafting a real wherein the players must accept that is real (within that space). the reality is the bounds of the fiction and also the major expressive influence into the player's minds. however in a very weird positivist way, what mechanics exist in a game reify what the game says is real, and what doesn't exist doesn't exactly mean something isn't real. so instead of a real/unreal dichotomy we have a real/real (in fiction)/implication(pseudo real)/unreal
so for example: a game might have Stats, Classes, and mechanics for making attack rolls. all of these are Real, and they inform the fiction (a high STR might mean your character is strong, being of a FIGHTER means you're good at fighting and you can pull off maneuvers, making attack rolls is you committing physical violence on another). So they're both real and real in fiction. the localized reality around player characters now exist and they interact with the game through these reals.
now these things might be non-diegetic (frex, a FIGHTER (CLASS) might not actually exist within the game setting, they're archetypical representations, which is something D&D 4e and D&D 5e do), but that doesn't matter: those things are now real due to game design. this means there ARE fighters in your game, even if there is only one kind of fighter that the PC is, there are still fighters.
going further, these Reals also imply something about the established game world. these are not yet the pseudo-reals: so for example, a game that has CAP Skills (skills that cap any other skills you might use while doing something within their field, such as Horseback Riding [a Riding Skill 3 might mean you can only add +3 to when you're doing Melee Combat despite your Melee Combat being at +7, etc.]) this presupposes then that someone who isn't good at Riding cannot be as effective with their martial skill despite having been skilled at martial skill for years.
is this realistic to real life? it doesn't matter: with that established within the game mechanics, that is now what's Real there. and in role-playing you must follow along the Reality crafted there. this has a number of pseudo-reals (implications) such as (cavalry are all good at horseriding, etc.) but the importance of pseudo-reals is that these are things the table (the player aspect) can interface with as they wish. those things which the player has no choice but to interface with are the highest of reals in a roleplaying game
your choice of language informs this even further. not just the fact that you choose to write it in english (tagalog, spanish, etc. expresses things and imposes different priorities when it comes to real) but the wording choice you choose. frex: having INTELLIGENCE as a Stat can be somewhat ableist. what does high INTELLIGENCE mean? aren't there different kinds of smarts, is knowledge the same? or is this an abstraction? but is it a meaningful abstraction or an abstraction brought about by historical momentum (it's what D&D used). why is INTELLIGENCE a meaningful abstraction but STRENGTH and CONSTITUTION are split? these are all arbitrary until it isn't, and you must establish a real to live in the imagined space (that is, the fiction). i'm not saying the 6 stat array is a bad thing mind you but i think it's useful to understand why you have it in there in the game. if it's just because it's the most well known stat array then that's fine i guess
finally, what reals you put into the game is inherently informed by your own worldview. it actually doesn't have to be (that's the point of creation) but commonly game designers simply inject their worldview into the games as real and recreate that real into their tabletop rpg (frex, misogynists who think its realistic for men to be stronger than women, capping women's STR stats etc.) so choosing what is real and what isn't is a matter of paradigm shifting and realizing that not all realities irl are the same (not to go into metaphysics and sociopolitical philosophy)