I'm A Banana
Potassium-Rich
Worth exploring!Inspired by another thread on the topic, I decided to take a slightly different angle and dig a bit deeper into why players lose engagement during combat, exploring broader approaches—both structural and narrative—that can help keep everyone involved throughout.
I'd want to note that disengagement itself isn't necessarily a huge problem. In a 4-hour session, a little brain break isn't a bad thing. It's OK for a player to run to the restroom or go grab snacks. Engagement is important, but it should be expected to wax and wane over the course of a session.Introduction
I consider the goal of every GM is to keep their players engaged, regardless of the system in use or the scene being played. Players share in that responsibility as well, by actively participating, preparing for their turn, and remaining mentally present. Yet some parts of the game inevitably break momentum and slow things down with procedure and technicality—most commonly, the combat phase.
When I think about engagement during combat, I focus on two dimensions: engagement with the rules, and engagement with the story. Rules define how the game operates, but they can also become obstacles if applied in ways that interrupt flow or pull players out of the moment. Many solutions for this are well-known and easy to implement once the issues are recognized.
The more challenging aspect lies in the combat itself. In systems like D&D, combat is a core part of gameplay, but it is often treated as a distinct mode that interrupts other types of play. The table often shifts from narrative and free-flowing to tactical and procedural. For some, this shift enhances the experience, particularly those who enjoy tactical play. For others, it is a pause to endure, with the outcome often predictable and the process feeling repetitive.
The issues are not simply “initiative is cumbersome” or “players need to describe mechanics more vividly.” They are symptoms of deeper structural and behavioral dynamics that shape how combat is experienced. Understanding these dynamics is the first step toward approaches that preserve both story momentum and player engagement—without resorting solely on surface-level fixes.
Yeah, I'm on board with what seems like your thesis here: Combat is a distinct mode from other D&D play, and that means its issues are bigger than "describe more" can fix.
Procedural Segmentation
Combat systems like D&D are inherently structured. Players enter these games knowing that battles will occur and that rules, options, and strategies are heavily focused on that mode. The challenge is not the combat itself, but how the system enforces sequencing. With multiple participants, each individual must wait for others to complete their turns, plus the GM who must resolve the actions of all adversaries as well.
The primary difficulty in keeping players engaged arises when it is not their turn. For the game to feel continuous and dynamic, every player must remain connected to the unfolding action. Decorating dice rolls or embellishing descriptions helps only the active participant; it does little for those who are waiting. True engagement requires that players feel their choices, abilities, or presence are influencing events even while they are technically “offline.”
The deeper question is how to structure combat so that all players experience a sense of participation throughout the sequence, preserving narrative momentum without breaking the rules or forcing artificial speed-ups.
OK, so far I'm on board. Yes, taking turns means that when it's not a player's turn, they can often mostly check out. At worst, you get a summary of attacks that hit you or healing that happened to you when you come back to your turn.
This to me feels connected to decision-making: there's no choices to make in a fight when it's not your turn.
It's also a symptom of TOO MANY choices to make ON your turn - things that make a turn take a while to resolve.
Passive Role Conditioning and GM Bottlenecking
When players perceive that they cannot meaningfully influence the game until it is their turn, disengagement often follows. They become spectators in their own story, watching others deliberate, consult notes, and roll dice. For some, the enjoyment comes from playing, not passively observing, which makes the downtime between turns feel tedious. Engagement during combat, therefore, depends not only on what each individual does, but also on how the actions of others affect the group’s shared experience.
Meanwhile, on the GM’s side of the screen, engagement presents a different challenge. Running a skirmish requires managing rules knowledge, arbitrating actions fairly, and controlling multiple adversaries in a way that is simultaneously threatening, entertaining, challenging, and strategic. These demands often force a shift in focus due to the added cognitive load straining against mental bandwidth. Narrative flow gives way to mechanical resolution, creating a bottleneck that can exacerbate player disengagement.
Some narrative-focused systems provide solutions by distributing part of that responsibility to players. Games like Genesys (Star Wars) or Daggerheart share narrative control, encouraging collaboration throughout every stage of play, including combat, and ensuring that all participants have opportunities to contribute—even when it is technically another side or player’s turn. By embedding engagement into the mechanics and narrative structure itself, these systems reduce procedural rigidity, maintain flow, and create an environment in which every player feels actively involved.
I don't think shared narrative control is the ideal solution for D&D, but it is a solution, and one that I think D&D could learn some lessons from. Part of that is because D&D encourages players to be in an "actor stance," where they're not writing the script or staging the scene, or manipulating the world, but performing their character. This is a valuable form of engagement that more narrative control often works against. Narrative games tend to try and put players in "author stance" or "director stance" alongside the DM, and that's not really the kind of fun I'm looking for when I play a TTRPG character. But, I'd wager that there's some wiggle room here.
Expectation Mismatch and Lack of Immediate Stakes
Even within a system like D&D where the rules are heavily combat-focused, not all players approach the game the same way. Some lean toward narrative exploration, roleplaying, or social interaction, valuing those elements over tactical skirmishes. For these players, no amount of initiative tricks, descriptive flourishes, or mechanical workarounds will fully sustain engagement during combat. Their investment lies elsewhere, which can create a disconnect when the game pivots into the “gamier” mode of fighting.
The deeper issue is often not combat itself, but how combat is positioned relative to the story. Battles that exist in isolation, without evolving or external consequences, can pause the narrative for some participants. For players who prioritize story, this creates a perceptual gap: “their game” is on hold while others indulge in mechanics-driven play. The result is either disengagement—checking out mentally until the action concludes—or a drive to expedite resolution, sometimes at the expense of meaningful tension or challenge.
Even when combat is narratively meaningful, structural rigidity in turn sequencing can still undermine engagement. When the stakes evolve alongside the story and players perceive that their actions affect the larger world, the game maintains attention for everyone. Without that integration, even skilled GMs and clever pacing cannot fully resolve the engagement gap.
I'm not sure I'm totally on board with the WHY here. I'd wager that combat is just not what some players show up for. Those players are happy to tolerate some of it, engage as necessary, but they're not going to find a lot of joy in a fight. That's fine...as long as fights move and resolve fairly quickly (which they don't in 5e).
Rule Adherence vs. Game Flow
Even when combat is narratively meaningful, structural rigidity in turn sequencing can still undermine engagement. Many commonly offered solutions—initiative tweaks, minor mechanical bonuses, or incentivizing descriptive flourishes—address only surface-level engagement. They may help players who are already invested stay focused, but they do little to resolve the systemic issue embedded in the structure of the game itself. Combat is designed around predictable loops: roll initiative, act in sequence, wait, repeat. Even when turn order is varied each round, the fundamental problem remains—players experience downtime and a sense of passivity.
The more effective approach requires breaking that expected loop and creating moments of reactive opportunity. For example, consider a moment when an orc lands a critical hit on the party fighter. Traditionally, everyone else continues waiting for their turn, unable to react in the moment. A more dynamic alternative is to grant the rogue, positioned nearby and yet to act, an opportunity to respond in the moment. This response is contextual—it must target the threatening enemy or aid the endangered ally—and must be decided immediately. If the player hesitates or wish to act outside the narrative context, they defer to their normal turn order.
By embedding these reactive options to respond to events as they occur instead of forcing everyone to wait patiently for a spotlight, the GM preserves the integrity of the game while simultaneously keeping players engaged. The system’s rules remain a framework rather than a prison: momentum continues, narrative stakes evolve, and every player experiences agency even when it is not formally their turn. This principle—prioritizing flow over strict procedural adherence—provides the foundation for a combat experience that is both mechanically coherent and narratively compelling.
Reactions are one way to mitigate this, but they ironically lead to more grindy, exhausting combat. Every die roll and decision point extends the time of combat. If the goal is to increase engagement, then ultimately, we need to decrease table time spent in combat.
Which means fewer decision-points, fewer options, less time spent in a turn.
We'd probably still want the ability to turn these on (for "boss fights"), but the more we require rolling initiative every time a goblin takes out their pigsticker, the more we're going to lose folks who just aren't into that side of the game.
Conclusion
Combat engagement is not a simple problem of initiative rolls, descriptive bonuses, or minor mechanical tweaks. It is a systemic issue rooted in how turn-based play structures attention, divides agency, and isolates players from the story. Downtime, passive roles, and predictable sequences are symptoms of this deeper design reality.
Addressing it requires thinking beyond surface-level solutions. Momentum must be preserved, narrative stakes must evolve alongside action, and opportunities for meaningful participation should extend to all players, even when it is not formally their turn. By prioritizing flow and player agency over strict procedural adherence, GMs can transform combat from a repetitive loop into a shared, dynamic experience that sustains engagement for the entire group.
Ultimately, keeping players engaged in combat is less about changing the system itself than about leveraging its flexibility to support collaborative storytelling. When players feel their choices matter, when actions carry narrative weight, and when everyone has a chance to influence the outcome in real time, combat ceases to be a pause in the story and becomes an integral, exciting part of it.
I agree that it's about changing the system itself, but I think we need to dream bigger than a "more off turn reactions" solution. We need a D&D that isn't ABOUT fighting monsters, but that considers fighting monsters part of a larger gameplay loop. A D&D where we can spend 10 minutes in a fight instead of 1 hour (but also where sometimes, when we're ready for it and know what we're doing and value that, we can spend 1 hour there, too).
I'm tempted to say we need two different combat modes: a "skirmish mode" that is, say, as fast as running a trap. And a "boss mode" that's more like what 4e and 5e have.