When the Best Conflict Resolution Is Walking Away

Mike’s Tavern shares why sometimes the smartest DND 5E and Pathfinder 2E move is walking away. Learn how tactical withdrawals preserve the party’s strength and set the stage for victory in future encounters.

Some tables can be saved with clever words and a cooler head. Others… well, the kindest thing you can do is leave.

I once played under a GM who overstepped in ways that made the entire table uncomfortable. When I couldn’t attend a game because my mother needed help, he insisted on speaking to her directly — even telling me to “put her on the phone.” Later, I learned I wasn’t the only player he treated this way.

No one else pushed back, so I did. His response was defensive and dismissive. I knew if I stayed, the tension would only grow. So I left. A friend soon reached out, saying he wasn’t enjoying the table either but had stayed out of obligation. I told him the truth: staying at a table where you’re unhappy is a waste of time.

Not every conflict needs mediation — especially when one or both sides are too stubborn or self-righteous to change. Respect isn’t a one-way street. If it’s clear the other party won’t meet you halfway, walking away can protect your enjoyment of the game and open the door to finding a table that actually fits you.

Sometimes, leaving is the healthiest choice you can make for yourself and the group.

Further reading from Mike’s Tavern:

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The Temple With Crumbling Pillars

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From Chaos to Clarity: How One Mission Saved My Game