They often get referred to as table-top role playing games (TTRPG) because play is often a group of people sitting around a table. That style of game has had a huge resurgence in popularity in the last decade. Most have the tradition of violence, demonic influence, and and other factors that true Christians would avoid. However, they lend themselves well to the player group's creativity and fun could certainly be had without any of those negative factors.
TTRPGs are often run by a 'Game Master', who either uses a prepared scenario or comes up with one of their own. The scenario sets the stage for the gameplay, with enough of a story and some motivation for the characters played by other people to take action in line with the prepared story.
Much of the fun in TTRPGs comes with the shared storytelling, with each of the player characters participating in a lesser or greater degree of improvisation with regard to their game character. While the game master may have one direction in mind for their story, the players can take things in an entirely different direction. TTRPGs nearly always use dice as an element of chance in the game, introducing a degree of randomness to the story where things don't always go as planned. Some games set up elaborate rule systems attempting to simulate every aspect of their game world with the dice and with well-specified character setups. Other games offer a looser interpretation of the game world, leaving specifics to the players and the game master.
I was first exposed to Dungeons and Dragons in the early 80s and was instantly fascinated by the idea of the game. I couldn't understand why all the parents wouldn't allow it and was creative enough to draw inspiration from what little I saw of the game to be able to create my own version. I still have a bunch of hand drawn dungeon maps and remember a few of the encounters I had in mind for the players. Later the post-apocalyptic sci-fi RPG Gamma World became the game of choice because "hey, science not magic and what's wrong with mutations?". A few decades later I played some with the GURPS ruleset, which used 3 'regular' 6 sided dice and the bell shaped probability curve instead of the platonic polyhedra dice set traditionally associated with D&D. I toyed with writing a barnyard animal GURPS scenario eschewing all the traditional and negative RPG tropes for some wholesome characters but never took that anywhere. During the pandemic some young brothers I know were entertaining some Zoom D&D sessions and I made it clear I wouldn't participate, highlighting the current ruleset that has you picking a religion or favored god from their pantheon of gods. I offered to GM a sci-fi themed adventure more or less set in an advanced reality with no 'uncanny powers' but that never went anywhere and that was among the busiest period of my life between work and congregation responsibilities.