The Black Rose isn't abolished by the new view of the "RP before PK" rule. In the worst case, it means that someone who gets hired for a hit has to simply tell their target in some way that they've been marked for death before they kill them.
With regard to the entire idea of betrayal, I would like to think that example along the lines of how Thakathi betrayed Jomino are perfectly viable, but honestly, I'm not sure anymore.
viewtopic.php?f=25&t=25939Thuban wrote:
They must understand that they are being targeted and have a chance to enjoy some role-play with you before you take their head off.
Finney's above examples of stacking a threat along with the aggressive command, including Thakathi's killing of Jomino, seem to go against this interpretation of the "RP before PK" rule.
Personally, I feel like betrayal-style RP, where you interact with someone extensively but don't let them know you're secretly planning on taking their head off until it's too late for them, is one of the hallmarks that a game like this should thrive on. Personally, I -like- the feeling that if I befriend a deep-elf or a necromancer, that I should have to feel like I am constantly living or dying at their whim, and if I don't watch my back they'll stick a dagger into it when it suits them.
The way that I read Thuban's ruling, however, even the worst of necromancers that I've "befriended" would be cursed for poor roleplay if he decided to kill me without giving me a chance to respond (or instead, escape) first. That takes a whole lot of the realism and freedom out of the game-world of SK, because it shoehorns evil characters especially into the genre-unaware stereotypical villain archetype. You know the sort, it's the villain in movies who always loses because he left the hero unguarded in a room with one inept guard instead of just shooting him in the face when he first discovers his secret identity.