Psion
Adventurer
Tuerny said:When I was describing an inn room they asked if there was a window in the room. I was having trouble deciding so I decided to roll randomly for it. They thought that this indicated I lacked a clear vision of it in my head, thus resulting in them having difficulty immersing themselves into it.
In a previous session they were being tracked by goblins and at one point the goblins were fifteen feet away from them and could not see them. They had an issue with this until I described the pile of boulders that was between them and the goblins. Thus screwing with their SoD.
My recommendation may be simple, but it's worth a shot. It seems as if you define locations and situations in your game in rather abstract term. Try picturing situations yourself before you describe them to the players. That way, if the players ask any questions, you can refer to your own situation.
It helps in these situations if you have a REAL picture in your mind you can base it off of. Whenever I think of what life would be like on a starship in RPGs, I think of the submarines and carriers that I have been on.
For fantasy games, you can draw from historical sites, certain natural places that you know of (I am really familiar with Yellowstone Park and use it for a lot of the terrain descriptions I use), as well as movies that have places and situations similar to what you are imagining. Is the bar like the lodge in Braveheart where Wallace spoke to the nobles? Or is it like the stuffy little pub in Harry Potter?