I did a lot stuff on the vault along the lines of what you are talking about. One was that if a PC kills another PC that is more than 3 levels below their level they will lose 1k xp for every level difference.
Now you could try to exploit that by suiciding on higher level PC's to cause them grief, as the mechanism of anti-griefing will be exploited by others. This can easily be remedied by a dm to find who was at fault.
I also put some stuff on the vault such as contracts, kill notices, kill notices when death by trap, and karmic retribution: where a PC that is killed by another PC has an avenger show up to kill the killer perse.
If you really don't want to ban someone I think that's fine, and your realisation that some sort of methodology needs to be implemented to deal with the problem of recalcitrant players. Personally I put some effort into these sorts of tools.
I also have a jail system, whereas if you kill someone Pc or Named NPC, in a controlled area, you get taken to jail. Then you can get bailed out, and that's the only way out. So you have to have a friend. Well if no one bails you out you languish in jail, even over server resets.
As far the standard I'm evil crap. In that case my a reputation system would go a long way. The known evil person starts having flyers show up with their name on them offering rewards for their capture/death. Merchants won't trade with you because you are evil, or their shops won't open for you, or guards attack you, why? Well, because you are evil.
So don't deny them their defense of their acts due to their roleplaying, but simply turn it on it's head and use it against them. You can also have encounters show up only for them with monsters, heavenly avengers, and such that only want to kill them, and no other.
Modifié par ffbj, 18 juillet 2012 - 05:12 .