@Auspice
To be 100% honest I do not give a fuck about "bad actors". Bad actors get a boot up the ass immediately in any game situation I am ever responsible for, anymore. I am making policies for the good people to use to engage with one another, and it's really important to me that good people be able to say "nah, that's not fun" for ANY reason. It's up to me as a staffer to nail down the assholes.
ETA: I am completely fine and comfortable with full consent games, even. Because when someone fucks up that environment by abusing it, you get rid of them. The 'get rid of them' is the factor most of our games have been missing for the last two decades, and now we're left making policies that seem to forget that this is even an option.
Policies are to give the good people a framework for interaction, not to keep bad actors from being bad. It doesn't matter what your policies are, the bad actors are going to be bad. You just have to make sure your good people know what that behavior is so they know to tell you.
ETA2: There is no policy in existence that will keep poor sports from being poor sports, petty people from being petty, or people who can't deal with consequences from having a fit when they're applied. It is not possible. It's not even really possible to minimize it. Bad actors are bad. Period. What policies CAN do is help reasonable people (which is most of them) speak the same language and have the same expectations, reducing misunderstanding and miscommunications because everyone knows what's expected of them.