You, as the GM, have a clear view of the world. The characters will not, so neither should the players. Describe things using different vocabulary. There are lists of things you can find or just use a thesaurus.
You should try to use as many as the senses as possible to describe things. How does it smell? How does the floor feels under your feet? How cold is it? What are the air currents? Distances are weird in the dark, by a limited light source. Shapes, shadows, and tricks of the mind will make you see things that are not there. Bright lights will let you see clear things close by and will plunge the rest into darkness. Oh, and your enemies will see the light well before you get to see them.
Sometimes, let the players' mind fill the gaps in your descriptions -- many authors use said technique to make their world more vivid. Let the players describe their actions and if it makes sense, have the background shift so that it fill the need for the action to succeed. That door has hinges on this side, or there is a slop in the floor, or a smallish alcove in the wall. The wetness of the wall can be used to enhance a spell.
Worst: Here is a map. [hands over a piece of paper with doodles on...]
Bad: You open the door. There is a dark corridor 10 yard long finishing in a door.
Better: As the door creeks, stale air hit your nostrils. As you strain to move the door against rusty hinges, a passes gets revealed. Stale and cold pools of water lay on an uneven floor, somewhere some water drips down from the ceiling. The door jams before being fully open, jarring your arms and making a loud noise. At least, silence engulf you only marked by the regular drips, some where off. As you strain your eyes against the darkness, you see another door. Your eyes catch the glitter of light on brass fixing... What are you doing?
On the other hand, if you play a tactical board game, just draw the map and use miniatures/counters... meh. Okay, "no room" is a little strong. It is always possible to enhance a game with descriptions. Just as it is possible to write clear C code. However, it is harder to get a sense of chaos, of the unknown, and an oppressive atmosphere if you know with iron clad certainty where the enemy is, how big the room is, and every other details that a battle map provides you. Tactical board game can be played as roll playing games but the rules and set up does not promote role playing. So, no room, of course not. Mode difficult and maybe counter productive yes.