overgeeked
Open-World Sandbox
Matt Colville just released a video titled...wait for it..."Why Are We Fighting?" and in it he asks the simple question: why is D&D-style combat so boring? It's worth the watch because it's a good video, but I'll save you the suspense. Combat in D&D is a slog because of two reasons. First, after a certain point in the combat victory is a foregone conclusion and yet we generally insist on continuing the combat until all the enemy HP bars read zero. Second, simply wiping out all the enemies on the map is an inherently boring goal.
He says he doesn't have a solution, but he does. First, stop forcing combat to continue past the point of victory, i.e. once you know who's won the fight, end the fight. Second, stop using boring goals in combat, like murdering all of the other team.
If you're of a more writerly bent, here's an article saying basically the same thing from the creator and head writer of Leverage.
gizmodo.com
Games that aren't as focused on combat as D&D don't seem to have this issue nor do games with robust non-combat subsystems for handling obstacles, like clocks, timers, challenges, extended tests, contests, etc.
What are some of your favorite goals to see in D&D that don't involve slaughtering all the opposition?
And what are some other games we can lift subsystems from to use in D&D to achieve better results in this regard?
He says he doesn't have a solution, but he does. First, stop forcing combat to continue past the point of victory, i.e. once you know who's won the fight, end the fight. Second, stop using boring goals in combat, like murdering all of the other team.
If you're of a more writerly bent, here's an article saying basically the same thing from the creator and head writer of Leverage.

Why You Should Never Write Action Scenes For Your Blockbuster Movie
It's the height of summer movie season, which means that action movies are blowing up all over. And that makes this the perfect time to revisit some advice from John Rogers, creator of Leverage and writer of the new webcomic Arcanum. Here, he explains why you should never write an action scene...

Games that aren't as focused on combat as D&D don't seem to have this issue nor do games with robust non-combat subsystems for handling obstacles, like clocks, timers, challenges, extended tests, contests, etc.
What are some of your favorite goals to see in D&D that don't involve slaughtering all the opposition?
And what are some other games we can lift subsystems from to use in D&D to achieve better results in this regard?