So I was running a duel between between two knight-level characters and an inquisitor, set in a tower similar to the Jedi Tower (<-- image) from the Knights of the Old Republic comics. It went fine, but the narrative felt a little weak for such a dramatic moment (maybe I was feeling uninspired).
There's the whole walkway extending out of the main dome, but the fight only progressed out onto the walkway when the one Jedi without Parry (a Seer) had to scramble away and try to escape from the inquisitor's heavy hits, leaving the Ataru Striker with Dodge, two ranks of Parry, Saber Swarm, and the Agility increase upgrade for Enhance to fight. The Seer was relegated to trying to use Bind, which honestly didn't go well with opposed Discipline checks... Anyways, I was really hoping that the walkway would be a cool set piece as the duel progressed, but honestly, moving around in a duel doesn't seem to happen very often, which kind of disappoints me.
So I came up with a theory. Range bands can be relative positioning in a duel. That is, without characters changing range bands, the duel is progressing and changing and going places to keep things interesting. Whoever wins Initiative in the round gets to narrate the area for that scene, so long as it doesn't totally screw one side over, and fits within the GM's generally established location for the duel. Advantage / Triumph on Initiative could allow the following scene to be more favorable to your side.
For example, in the Phantom Menace duel, the GM sets the scene: "As the Queen and her soldiers leave the area, the dark warrior draws a double-bladed red lightsaber and charges across the open hangar, fury blazing in his yellow eyes."
The good guys have the Initiative, so Obi-Wan's player (liking Ataru and having heard of large chasms in GM Lucas's prior duels) narrates: "The hangar is wide open, except for some battle droid debris, giving plenty of space to move around." The duel begins, but Qui-Gon and Obi-Wan are easily flanking Maul.
The Sith manages to get the Initiative, and the GM narrates the next round scene: "Your foe backs through a set of large doors into a generator room of tiered catwalks without railings and huge chasms. One wrong step could be lethal." (Obi-Wan's player rolls his eyes) Now Maul can have an easier time keeping the Jedi off of him to focus on just one at a time.
So by this system, the combatants could stay engaged for the whole duel, but the players stay engaged because the duel is narratively ranging all over the place, and the Initiative roll feels important because you're steering the course of the whole battle... Thoughts?