Except in extreme cases - The "RP is required" thing here seems to really only be just 1)Goods should not attack other goods. 2) You need a good desc. and some RP at least in the interview to get in the cabals. That seems to be pretty much it except when there is multicharring or extreme multikilling.
PK is the driving force behind this MUD. That's just the way it is. Limited items encourage PK. Plenty of vulnerabilities, lack of safe areas, etc. make it likely that we're all going to die to recirculate those limited items (and we have many lives to compensate for this). Other PKs? - well, they can be for better non-rare eq or to learn how to survive in the PK struggles later, or for whatever RP reasons one makes up, strong or weak. The IMPs enjoy that PK adrenaline and created a MUD to PK in. Am I wrong? That seems to be what this MUD boils down to.
Look at the new food spoilage/potion spoilage thing - what's the purpose? To force more people into vulnerable situations more often so others will have more chances to KILL them - or, perhaps it is to make money more limited to help make the coming ASSASSINS more motivated to KILL for money. Get it? DEATH DEATH DEATH. Mwahahaha.
Everyone says you deserve to die if you aren't constantly spamming who pk and where pk. How much time does that leave for RP? It really is a PK MUD first, where good RPers are the exception who may be admired (though not by the pure PKers, of which there are plenty) for taking the risks (and often dying) to RP extensively.
Burzuk's comment that "All thieves die, not every thief truly lives." may have been a tounge-in-cheek Braveheart reference, but it is also a real statement about the kind of MUD AR is.
Anyone looking for a MUD where IMMs enforce stringent RP requirements for PK is going to enjoy wandering about the realms until they hit level 10, and then they're gonna get a shock. They may complain at first about there being no RP reasons for people killing them (after all, they saw that "RP is required" thing), but people are going to call them whiners and keep killing them, and they are either going to change their mind set or they are going to leave because AR is not for them.
Mindless PKers are better suited to AR than players who want to really become their characters and RP heavily in an environment where everyone else is doing the same. This is not to advocate mindless pking - I don't think much of it - but those players have more fun and stay around longer than the RPers who do not understand the PK focus of this MUD.
In between the two extremes of unrealistic RPers and mindles PKers, there seem to me to be two basic types, though of course there is a lot of variation.
One type accepts that it's a RK mud and is really into surviving like it's life or death for THEM. These people enjoy the PARANOIA factor - they can be very skilled but not well known because they are focused on surviving.
The other type tends to be more willing to accept death. They take the risks to have their characters "live life large" even if it means a shorter life. These tend to be the more memorable characters, and are probably the players the MUD is best suited to. (My natural tendancy, btw, is towards the PARANOIA - SURVIVAL type, though I have been experimenting with other approaches.)