@Tinuviel said in A Constructive Thread About People We Might Not Like:
I think it's important that a game keeps internal records of troublesome players, especially games with a high staff employment rate (be it through simple turn-over or expansion). Naturally those records should be as confidential as we can make them.
I think this is actually pretty important regardless of the staff turnover rate. I have a pretty good memory, but I know I have misremembered things, or initially thought someone I was warned about was actually someone else (especially if a number of people were brought up in the conversation, and there's not really any conflict on a game that only involves one person, since it takes at least two for there to be friction of some kind). Confusion like this happens pretty easily, and it's usually an innocent mistake. It's why records help: they avoid memory glitches, help to avoid misattributions if they're made in the moment and can be reviewed for a quick 'ok, so this is what happened' (as in, if there's a mistaken attribution, it can be spotted before it becomes ingrained, repeated, etc.).
It helps keep new staff updated if they weren't around when Incidents 1-3 occurred, but making a record in the moment of the issue helps keep everybody on a more accurate track for a bunch of reasons.