>>96011124>A lot of them were BS, quite a few were "you had to be there" moments, and others were someone being a jackass and annoying the rest of the table with anti-play they thought was hilarious.Those were not good stories though.
Maybe some of the BS ones were, but the others you mentioned break some of the basic rules of what makes a good RPG story.
It's kind of like the "rules" of a detective story, with Ronald Knox's Decalogue being the most famous. Things like "All supernatural or preternatural agencies are ruled out as a matter of course" and "No accident must ever help the detective, nor must he ever have an unaccountable intuition which proves to be right."
These weren't strict rules no one was allowed to break, but general guidelines created to help make the story "fair" to the reader, created from countless bad detective stories that broke the rules and failed as a result. Some writers even deliberately broke these rules, but they first had to understand them in order to make breaking them work.
A rule about RPG stories would be something like "If the story depends on a roll/luck for its climax, it's a you-had-to-be-there story" or "If the story depends on the GM to provide extreme allowances with no reason why (or every reason not to), it doesn't work as a story." Whether the story actually happened or not doesn't really matter, because the decision to tell the story, real or fake, should simply depend on whether it's a good story.
/tg/ has a lot, and I mean a lot, of bad stories in its closet, and some of the more famous ones have aged like milk because the truth is they were never all that good to begin with. The good thing is that we can learn from their failings.