
Telling the people you play with
Say it once, in about three sentences, without a reason you have to defend. Then expect the pull back, and have somewhere for those friendships to live that is not the game.

Say it once, in about three sentences, without a reason you have to defend. Then expect the pull back, and have somewhere for those friendships to live that is not the game.

Fill the exact hours you used to play, not the day in general. Expect to be irritable and bored in the evenings, and expect your sleep to be strange before it gets better.

Move the people off the platform before you uninstall, then put enough steps between you and the reinstall that it takes an hour instead of ninety seconds.

Stop queuing rather than stop playing, tell your team at the start which game is your last, and put the exit somewhere your tired self cannot quietly cancel it.
Three sentences, said once, to the people who will actually notice. What you are doing, that it is about you rather than them, and what you would like to keep. No reason you have to defend, no leaving date negotiated in a group call, no promise to come back for the next season. Then expect the pull back about a week later.
Because it is not a game you are leaving, it is a room with people in it.
If your guild, your clan or your five-a-side squad is where you talk to people most evenings, then announcing you are stopping is announcing you are leaving a social life. Anyone who tells you that is trivial has never been in one. The guilt is not irrational and neither is the reluctance.
There is also a job attached. You might be a raid lead, the one who organises, the one everyone counts on for Thursday. Leaving costs other people something real, and pretending it does not will make you feel worse when they say so.
So the aim here is not to make it painless. It is to make it one conversation instead of six weeks of half-leaving.
Keep it to about three sentences. Longer invites a negotiation.
"I'm stopping playing for a while. It's got out of hand for me and I need a proper break from it, nothing to do with any of you. I still want to be in the chat and I'd like to keep talking."
That is the whole thing. Notice what is not in it.
Send it in writing rather than on voice if you can. Writing lets you say it once, in the words you chose, without a live audience.
Not the whole roster. Three groups, in this order.
There is a fourth group: the people you have never spoken to outside the game and do not particularly want to. You owe them nothing. You are allowed to just stop appearing.
It usually arrives between five and ten days in, and it does not feel like relapse. It feels reasonable.
The season ends Sunday and you'll lose the rewards. Someone messages saying the group is falling apart without you. There is one event you'd genuinely regret missing. It is Friday and the flat is quiet.
The honest read on that: some of it is real, and all of it works better on you when the evening is empty. That is why the friendships need somewhere else to live before the pull arrives, not after. Numbers in your phone, a group chat off the platform, one thing with a date on it inside the first week. [Moving the people before you uninstall](/guides/gaming/uninstalling-without-losing-your-friends) is the practical version, and it is the step people skip.
If you do go back for the one event, you have not undone anything. Note the day and what you were feeling that afternoon, because that is the useful part, and then carry on. Rules made in shame are worse than the ones you made when calm.
Some of these friendships will not survive it. Not most, but some.
A few of them were held together by the shared activity, and without it there is warmth and nothing to say. That is a genuine loss and it is worth being a bit sad about. It is not evidence that they were fake, and it is not evidence that you were being used. Most adult friendship runs on a shared activity of some kind. Yours ran on this one.
Which is the argument for adding something that is not them, early. A five-a-side, a class, a sibling you see on Sundays. If every relationship you have runs through one game, the game is holding a great deal more than it should, and [what it is actually giving you](/guides/gaming/what-the-game-is-actually-giving-you) is worth working out before you try to replace it.
Occasionally someone will. Usually it is one of two things.
The first is a person whose own gaming your decision has just made visible to them. Their reaction is about them. You do not have to manage it, and you should absolutely not turn your leaving into a conversation about their playing.
The second is someone who genuinely relied on you and is annoyed. That one is fair. Give them notice, help hand over whatever you were carrying, and let them be annoyed for a while. It passes.
What you do not do is stay for another season because someone was upset. That is how people end up leaving four times.
**How do I tell my guild I'm quitting?** One short message, to the people who matter first and the group second. What you are doing, that it is not about them, what you would like to keep. Give notice on anything you were responsible for and do not negotiate a leaving date in a group call.
**Do I have to explain why I'm stopping?** No. "It's got out of hand for me" is a complete sentence. Detail invites debate, and you did not come to be argued out of it.
**What if they ask me to come back for one raid?** Decide before they ask, because in the moment you will say yes. If you do go back once, treat it as information rather than failure, and note what the day felt like beforehand.
**Will I lose my friends if I stop playing?** Some of the ones held together only by the game will fade. The ones you move to a phone number and a standing call usually do not. Doing that move before you leave makes a large difference.
**Should I tell them it's an addiction?** Only if you want to, and it is not required. The recognised criteria are demanding and describe a small proportion of people who play, so most people stopping do not meet them and do not need the word to justify the decision.
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