But we already need to work on this for ourselves. From what I can see I have noticed this very quickly. We have plenty of cliques—people who refuse to write with other people, people who gossip about others [not vent], people who draw lines in the sand that really shouldn’t exist in the first place. It’s really disheartening to see supposed adults act like adolescents, though sometimes I suppose for many of them it can be quite hard to separate personal ideologies and when to recognize the difference between venting and ranting.
Is it productive to create established blacklists though? I get not favoring working with certain individuals, but there is also the need to ostracize them from the community by “warning” directors of prospective RPs. Where is the line of “Hey, this is a problematic player, here’s their reputation.” and “I hate this person, it’s me or them. You need to remove them or else.”?
I honestly had no idea that RoleplayerGuild had cliques, but I wouldn't be very surprised. I have several "friend groups" myself, but they have no problem working/socializing with one another. I think the way that we currently have Roleplays split up (through skill levels) factors into this matter.
As for your other comment (the one directed towards Raddum), there is merit for having an established blacklist. As you may have noticed from other responses (between this topic and the other one that was created as a result of this one), the Moderators aren't particularly active and many people see no reason to report individuals which means that problematic players run rampant. If it's a matter of dislike, then I could understand how having a blacklist could backfire, but there are legitimately toxic individuals on the Guild. I have a blacklist myself with exactly three players on it (I've been on the Guild for 6+ years) which simply means that I avoid any Roleplays that they are in.