I found this Wiki - any P&P experts here to comment ? - I have not played so many P&P RPGs.
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1) Players describe their characters actions through speech.
It's important to be precise here: "Players describe their characters
intended actions through speech." The outcome depends on GM decision and/or ruleset (e.g. dice rolls). E.g. the player may say "My character tries to flee.", he can't say "My character flees." The GM then might say if it worked out or not, or he may call for a roll on a certain skill (with modifiers).
Also it is quite common to describe intended actions through other media, e.g. when only the GM should know about the intentions, not the other players. That mostly happens by small written notes or even through electronical devices (e.g. messengers on smartphones). Depends on the group's playing culture.
2) The actions chosen by the player are determined by the characterization of the character.
Well, in a perfect world, yes. Because in a perfect world, when creating their characters, players make up their mind and create a great backstory, know who their characters are and how they would decide in all and every situation in the fictional world, so their role is well defined.
But often that's not the case and before your first adventure the character is a little "empty". It then gets "filled" through adventures, making decisions (whereever they come from) and the character gets "deepness" through time. So it can even be the other way round that "The characterization of the character is determined by the actions chosen by the player."
In practice it's something in between.
3) The actions fail or succeed based on a rule system.
… and the GM. There may be intended actions that aren't covered by the rule system, so the GM decides. Also dice roll modifications may be determined by the GM. And finally if the GM doesn't like an outcome determined by the rules system, he may override it. (Though this heavily depends on the group's playing culture.)
4) Within the rules the player are free to improvise and discuss with other players (in and out of character).
That as well depends heavily on the playing culture. If you have a pressing matter in character (IC), many GM's don't allow out of character (OOC) discussions. E.g.if an orc band is storming towards the heroes, he won't let the players dicuss OOC, if the heroes will try to flee or fight. Instead he lets them discuss IC with a time limit.
More generally, it's perhaps considered bad style, if you do too much OOC discussions like
"Ok, we better flee, because this orc has an attack value of at least +15 and wields a nasty double bladed axe which deals 2d6+6 damage." or
"Ok, it looks like the king is the villain, but in fact I think it's the king's advisor, because it's ALWAYS the advisor in fantasy books.", or
"Well, my character could climb this wall, my success chances are 87,25%. Shall I try?". But as I said, this heavily depends on the group.
5) The choices have consequences and shape the direction and outcome of the game.
Well, actually it's not the "outcome of the game". In P&P you indeed mostly have quite closed adventures, where each adventure may be seen as a single game. But you can have something like a sandbox style as well, where the heroes don't have a particular quest.
It's more that the GM defines in how far the characters actions change the state of the fictional world. E.g. if a character successfully steals something from an NPC , the GM decides how the NPC will react when he finds out. Or when the heroes burn down a building. Or whatever.
6) In most games a GM (*) describes the gameworld, the inhabitants, creates a setting and describes the outcome of the players choices.
Yes, the GM more or less acts as the heroes senses. He says what they see, smell, hear etc.
Concerning the outcomes, see above.
7) The outcomes can be determined by the rule system and/or can be chosen by the GM.
See above.