
There are many ways to structure the server, many ways to handle elements in play that may cater to a side of the playerside, and shun the other. There's no true system that is perfect and fully inclussive, there are better mechanics, there are worse.

PvP as a whole is a basic of the game. It is a violent expression of conflict. That by itself is fine. However, the current set of tools that Arelith presents seems to make it too easy to take a lazy, easy route to conclude RP, to put a dot to a paragraph that could have been more. Killbashing is a mechanic that has no true use in Arelith, and I've never seen applied in any meaningful way, not in PvP, nor in PvE.
I've said it too many times already: To bash a corpse is a wasted opportunity, and the more I play in Arelith, the more I wondered, "is this really a necessary function? What good is it for?", and beyond simply making sure somebody stays down in PvP, I don't really have any answer myself.
Currently, when you bash a player you are forcing a period on the bench on that character. You are giving them a slight XP cost, 20 minutes in the Fugue, and a number of hours depending their level of IC crippling. I do not think that this mechanic enforces correctly the "meaning" of death. I don't think that any mechanic may ever replace the willingness of the players to give true meaning to the death in a narrative standpoint, that is truly what most of us are here for.
HOWEVER:
I think that we can do is to better organize our mechanics in order to allow more versatility, to offer options that could potentially replace simply killing a character, and facing the awkward that is waving to the same character 20 minutes later. I think that it is important to always have options.

Now, in order:

RP your dying moments, last words, or flatly dead character.
Remain part of the game even when you are done.
From here, after a few minutes, you may -expire in order for your soul to abandon entirely your body and go to the Fugue.



You can inflict "Torn Spellbook" to a Wizard, and said wizard would be unable to cast level 7+ spells and lose half spell slots. If you are a Shadowdancer, you may do something like "Steal Shadow" and block the character from entering the Shadowplane, and take 1d6 damage every tick. If you are a hexer-sort-of-mage, you may "Curse" to make the character say something 5 IG hours. Wild Mages could impose a "Wild magic curse", etc, etc. Depending your PvP death counter, the penalties may escalate higher.

I think that these options, inspired after Durvayas' post, allow for a more interesting range of options of consequences that may be applied beyond simply killing a character. This is the in-between ground of true, roleplayed consequence, and plain respawning, that is just a narrative final dot that doesn't lead to more.
The concept and basic idea behind what Consequence and Damage stands for, is to always allow a narrative dynamic, a back and forth in the conflict. You aren't just killing somebody and giving them a cooldown timer, you are propagating RP and inviting the character to seek other characters that may assist them IF THEY WANT TO.
Could anything of this even work for Arelith? Would it work for you?