@AmishRakeFight I think the problem most games come across with PvP is that they lack mechanics for alternate conflict resolution, let alone incentives for them. On RfK there were both, which is why I think it worked so well. You had boons as a way of settling matters and backing off, or by way of making a loss or a win mean something, and proxies in the form of actual territories/influences you could attack instead of blowing the person up. Then you had further incentives to avoid killing anyone because it was against City law. Vampires being vampires (with all manner of ways to ferret out a secret), and players being players (mostly incapable of keeping secrets, IC or OOC), if you did do a PK you'd probably lose the character.
Sandboxes are ruled by combat thugs because inevitably all conflict boils down to a question of if you can PK the other, and the only consequences come from the possibility of some buddies seeking revenge.