When I started playing SK, while the rules in writing were the same as they are now, they weren't enforced at all the way they are now.
For example, the guy who introduced me to the game played a deep-elf sorc who would go invis and haste/giant strength the NPCs in the circle of holy, and then when people died to them, he'd wait until their ghost disappeared and loot them. On my first character, I came upon an unfamiliar giant while walking through the Tower of the Rose, he killed me, took my corpse, and left. Another time I passed by an unfamiliar giant while training in Morea, and he shot at a Fytrysk on the opposite side of me and walked away, trying to get me killed. Another time I walked up to the Druid entrance, asked to "enter" (I know, I was stupid and saw it in a log) which then caused the druid leader scout to kill me, take my corpse, and disappear. Another time two characters lured the high priest of Alshain to the Cathedral under the guise of interested seekers only to assault us as soon as we entered.
I could go on, but there are many formative experiences I've had that involved PKing where there was little to zero interaction beforehand, and in many cases little to zero interaction afterwards. Some of them are, in my eyes, clear cases of griefing. Others are in my eyes totally legitimate PKs where my character just ended up on the bad end of a pre-existing conflict.
But here's the thing though:
I can think of -very- few situations in my 11 years of playing SK where I think the best approach would have been for the staff to come in and punish the player of the opposite character.Don't get me wrong: I don't think griefing is acceptable, and griefing certainly happens. However, one thing that originally attracted me to SK was the fact that there was absolutely nothing keeping you from getting betrayed at a moment's notice. Many characters had it completely within their right to cast harm or heal at will, just like "in real life" as it were, and yet you still had to interact with other people to get things done. It adds so much more weight to the game when anything could happen at any moment. It feels so much more intense and realistic.
The recent interpretation of the rule where you absolutely, 100% -have- to RP with your
target that you want to kill them before attacking them unless it falls within a strict set of rules that are easily avoidable effectively removes power from the players to PK in a way that makes sense from an RP perspective. There are situations where the staff needs to get involved. I don't think that most situations fall into that category. I also think that while it's a certainly valid interpretation of the rules, it was -never- the stance of the staff before Thuban's position as RM. I don't even think that the rule needs much changing: I just think that as long as you can justify your actions through RP with -anyone-, not just your target, that it should be perfectly valid to kill whoever you want provided it doesn't fall under the category of griefing.
TL;DR: Maybe I'm being nostalgic, but I miss the days when
This post was actually important advice, because PK was very possible at any point if you were simply unlucky. Yes, you should roleplay before killing; But I completely disagree with the stance that you should be -forced- to roleplay with your -target- that you want to kill them. Any RP with any person should be acceptable as "grounds for PK" in my eyes.