Antagonistic play is not very common in this game. I'd argue that this is because it isn't really possible to sustain. The reason is entirely logistical, and here's why.
*A fair amount of this is theoretical, but I have played both solo bandits and attempted to create a bandit group, then realized I was creating a faction.
Equipment
Almost every antagonist will need equipment. There's pretty much the exception of paw fighters, who mostly need none. Especially to pick on the unescorted. Equipment comes with the problem of needing someone to sell to anyone as well as repairs. If you're not trained in paw fighting, and your weapons break...Good luck finding another one.
Food
Antagonists need food, just like every other player. The problem with them is that they are probably excluded from other player's charity, on account of robbing people, and they usually lack good methods of eating for themselves. Scroungers will lack the satiated buff from cooked food, and there is almost NO way for antags to have enough interactions with other players to sustain themselves.
Roleplay
Because bandits are almost entirely parasitic, they have to rely on interactions with other players to keep playing their characters. While roleplay is enforced, the problem is that players will STILL often choose to run or fight, rather than give into the demands that bandits need to survive. From a mechanical perspective, you can't blame them, since they're less likely to lose as much from the looting mechanics as they are the sheer amount that bandits need to live. On this note, antagonist players don't want to ruin the experience or day of the receiving player. Unfortunately, due to how scarce resources are, especially to those who are not a high level gatherer, those character's simply can't afford to lose much. I don't see it as being a satisfying experience for either end.
Factions
"But Carlos!" You say, in Farwoods you're not MEANT to be able to do everything on your own, with one specialization. While this is true, let's see what services bandits will need: Weapon/armour crafting, food, repairs, and scrounging. This is pretty much only the bare necessity. So you need at the very least 3 characters for any bandit group if you want to play a reasonably broad range of combat characters. This limits the types of groups that can do this type of play, and if you add more it starts looking like a massive faction, fully self sustained instead. At that point there's a very different incentive to drive conflict.
Conclusion
The logistics systems at play in Farwoods leads to antagonistic groups naturally ballooning into something that they didn't want to play to begin with, or completely being starved out both mechanically and in character. They are, in general, too unforgiving for small groups and individuals, which is only exacerbated by the in character isolation caused by robbery.
The code of conduct suggests that conflict should be taken in good faith, and that good faith applies to victims as well. Under the current mechanics, I think it is too punishing for the victim for either party to feel good about these types of interactions. The end result of banditry shouldn't be to steal days of equipment or supply and potentially make (newer) players quit. It should be a mostly fun or positive experience for everyone.