RAR's designed to produce the same result as NAR in all cases which work via Golden Rule. It's just intended to expand the tiebreak so that it works consistently even in weird cases.
Here's an example that requires the tiebreak in NAR: player 1 blocks player 2, player 2 busdrives player 2 and player 3. player 3 kills player 4. In NAR, if there's an unavoidable loop, the tiebreak states that bus drives beat blocks; thus player 3 gets blocked and player 2 doesn't, and thus player 4 survives. (The fact that I needed to include a self-targeting bus driver in the example says quite a bit about how NAR and RAR are almost identical. The main gain of RAR is that it handles the cases that NAR doesn't handle at all, such as cross-targeting jailkeepers.)
In RAR, we reason like this:
Does player 4 die?
- Reason for yes: player 3 tried to kill them;
- Reason for no: but there was a roleblock action
and
it was bus driven onto player 3
- Reason for yes: but the bus drive was blocked (no loop yet: we have block → bus drive → kill)
- Reason for no:
but the block was bus driven
(can't get this far as now there is a loop:
bus drive
→ block →
bus drive
→ kill)
So player 4 dies.
In RAR, you get a consistent result regardless of what form of redirection-like ability player 2 attempts to use; whether they redirect player 1, deflect themself, or busdrive themself, you get the same result. This is because RAR looks at the effects of an action, rather than the type of action.
In NAR, on the other hand, player 4 survives if player 2 is a bus driver, but dies if player 2 is a redirector or deflector. This is because it uses an arbitrary tiebreak which depends on the name of the ability, meaning that bus drives and redirects tie break in different ways.