Been quite a while since I had a really good RP session - I have a few frieds that roll occasionally, but it's rarely more than a hack'n'slash-fest with the depth of a teaspoon. I still have some good stories for such a conversation though.
Having said that, most of my stories come from the - so far omnipotent - likelihood of my most ridiculous and dangerous ideas tending to work, to varying degrees. Let me start with the familiar D&D anecdote...
A fairly big group: 2 Dwarf Fighters, a Dwarf Cleric, an Elven Sorcerer, a Human Fighter and Me, in my ever-popular role as Human Rogue. Quite a bash-heavy party from the look of it, but don't be fooled - they were all pretty incompetant at MOST things.
Example: The party tracks through the woods to find an old castle that had been taken over by an Orc Warlord, and the surrounding area build up into a make-shift Goblin/Hobgoblin village and fort. The idea was to get into the castle, kill the Orc, and run like hell before his Half-Orc Barbarian Boydguards turned up.
It was a low-level party, all about 1-3 at most, but we were all pretty well built - Rogue with good Dex and high stealth skills, warriors with good STR and CON with an assortment of Great Weapons... On paper we were good at what we did, for our respective levels, though in very straightforward ways.
DM: "So, what're your plans?"
Rogue: "Sneak around the outside of the village, climb up onto the huts and carefully garrotte each Goblin sentry as they come by, until they're either dead or I get spotted and run, leading them back to the rest of the party."
Everyone else: "Let him do that."
Human Fighter: "I run headlong into the middle of the village and start butchering everything in sight."
Village of some 300 in size, plus Orcish Warlord within earshot.
DM: ".....Okay. Anyone want to alter their actions?"
Rogue: "Yes. I'm going to climb onto the hut, sit and watch, and then throw a canister of Alchemical fire into the mob when they've just about finished eating the Fighter."
Everyone else: "Sounds good - let him do THAT!"
Another tale from the same game happened shortly afterwards - luckily the DM took pity on the Fighter and had the Goblins "fail their morale check" after HE took 90% of his hitpoint total in damage in 2 rounds and forced everyone else to pile into the melee to save him.
We reach the Castle, and the door is not guarded. How Odd. I check it for traps - none. Strange. I try to lockpick it - no need, it's open. Interesting...
We open the door and step over the threshold - Ah, so THAT'S why it was unlocked - there's an army of 10 Platemail wearing Half Orcs, 2 score of Goblins and an Orc Warlord stood at the far end of the chamber, grinning, and waiting for us in full knowledge that we were coming. There's 20 metres of open floor between us and them - just a tapestry rug laid onto the flagstones.
DM: "Any last requests?"
Dwarf Fighter #1: "Find something heavy to hide behind."
Dwarf Fighter #2: "Sounds good, I do that too."
Elf Sorcerer: "I cast Mage Armour, then hide behind the two Dwarfs!"
Human Fighter: "Let out a warcry, and then run headlong at the entire mob with my greataxe."
DM: "....You're very sure you want to attack the army single-handedly?"
Human Fighter: "Yes, I do - they're only Goblins and Half-Orcs. I've killed loads of them so far!"
(More to the point, loads of them almost killed him so far...)
DM: "Alrighty then... Rogue, what are you going to do?"
Rogue: (Without making any kind of spot check or trap finding roll) "I'm going to fold my arms, stand here and watch as the human fighter runs out into the middle of the floor and the pain starts happening. 2 to 1 says the floor gives way and he drops into a pit, evens says there's a hidden rune of fire or something under the carpet."
Incidentally, the floor gave way and dropped him into a cellar with a newly turned werewolf. Sadly, no one took me up on my bet.
I turn now to SLA Industries - a sci-fi game based in a world controlled by a totalitarian media state, where law and order have broken down so far that the Players take on the role of "operatives" - basically, Special Forces soldiers that work mercenary mission for the Corporation.
We were recently started out, and once again predisposed to a combat-based game. We were sent to investigate why a chemical plant had stopped mid-production, only to find it all but abandoned. Deeper into the bowels of the factory we find the reason why - a Manchine (12ft tall, 4 armed robot that had been sent irrevocably insane due to the horrors it witnessed over 2 centuries of literally unceasing warfare) had escaped from the Wasteland around the edge of the city and somehow ended up here, slaughtering the technicians.
We're doing well to start with - we're on a walkway some 3 stories above the Monster, and it has no firearms to speak of, so we stand where we are and unload some 10 gauge shotgun slugs and some 10mm Armour Piercing bullets into it.
DM: "The Armour Piercing rounds seem to work to an extent, but the shotguns are barely scratching the paintwork."
This was a problem, as only 2 people had 10mm AP rounds, and only one of them could shoot for toffee. If we sat back and let him take it down alone, by the time he'd done enough damage (AP are notoriously good for piercing armour but useless for actually hurting things) it would have climbed the wall and eaten at least 2 of us in the meantime.
So, I hit upon a bright idea.
Melee Specialist (Me): "I take out my powered scythe, take a run at the railings and leap over them."
DM and Others: "....Why?"
MS(M): "The shotguns aren't working, but if I get up enough air-speed in the drop I might be able to do some damage with my strength bonus."
My logic was impeccable - discounting a few negligible features such as self-preservation....
Amazingly enough, I was playing another Agile/Roguish character, so not only did I manage to make the hit and cleave off one of it's arms thanks to some lucky die-rolling, but I even landed on my feet and managed to duel with the thing for a few more turns while everyone else ran down and finished it off.
It has to be said, however, that you have never seen Player Character stupidity until you've seen it at a LARP session.
Live Action Role Play is human beings putting their own flesh on the line in the name of Plot, and even though the weapons are combat safe they still bring up bruises and other minor injuries from time to time, and that not including what happens if you abuse the landscape and the props...
Example the first: Duck and Cover.
We play our games an the sight of an artificial woodland that has been placed on top of a fairly small but still impressive hill range. Steep paths lead to plateaus and in several places, hidden pits and cliffsides obscured by foliage.
Not that a 50 foot drop at a 70 degree angle ever stopped anyone from taking one look at the incoming monsters and then launching themselves sideways in a desperate bid to escape.
All I can say is, it was lucky they tried it in Spring and the thorns and nettles hadn't grown back yet
Example the Second: The Illusionist's Guide to Trap-Finding
Burnley Tower in England is a custom-built area for LARP groups who want to try something different. A space of some 400 meters by 400 meters has been converted into a labrynthe of bolt-holes, tunnels, passage ways and even crawlspaces suspended above head height that one must access via ladders and ramps hidden around the site.
In our system, Classes are specified by a 'Path' - Fighters are Warriors, Knights, Archers or Monks, while Rogues could be Thieves, Scouts, Charlatans etc, and have access to different skills. Thieves are the closest thing Rogues get to being close combat specialists.
I as my catman (a Half human, Half Cat anthromorph-type race) Rogue/Thief was the most agile person in the building - mechanically and physically - so I took straight to the tunnels, popping out and stabbing a few people who deserved it whenever I could, all the while searching through the Maze to get to the hidden objective in a secret room somewhere in the middle.
So far, so good.
Having found the objective, of course, awakens the guardian - should have known better, but my kleptomanic tendencies shone through and I went for it without looking what I was doing. Any RolePlayer should have known better - I forgot.
Queue Benny Hill antics being chased around by a "Death Knight" (big, nasty undead monster that is physically bonded with its platemail armour, making it difficult to destroy without special training) carrying a 7ft Spear, that I had to try and fight with a pair of 18" long shortswords. Yeah, sure... Time Pause! *run away!!!*
Straight into the nearest bolt-hole. Now, as I said, I'm probably the most agile person in the game given that a) I'm only 23,

I'm a relatively short 5' 10" and c) I don't weigh 20+ stone, so the nearest place was a tunnel with an exit set 4 feet from the actual floor, so attempting to do something spectacular I took a diving lunge into the opening.
THUD!The Tunnel was only 2 feet deep, and so I should have carefully climbed in to crawl at a 90 degree angle from what I actually was attempting to do. Ow.
Then I realised that I had forgotten that there's actually a small drop from the opening to the floor of the tunnel, only about a foot or so but it was enough for me to have tucked by head in and gotten completely stuck, upside down, legs akimbo and dazed in a dark, dusty tunnel.
While someone poked me in the face with a spear for more damage than I could have taken on both arms and legs combined. D'oh...
And finally, Example the Third: Rogues are Trap-Finders. Leave the mysteriously unlabeled potions to someone else.
We are unceremoniously dumped into a room containing a large and aggressive monster, with no suggestion as how to get out. As my Rogue again (who miraculously survived the Spear encounter thanks to "the Durkan Effect" - take half a dozen hits, pass out and then remember how much of your magic armour remains, which means you're battered but physically unharmed), sensing that the Plot Stick was being taken to a literal level for use, I immediately jumped up onto the nearest table so that I had 360 degrees of directions to escape in - and found 3 items.
A blue gem in a bowl of white powder, a bottle of cloudy liquid and a pair of gloves.
The idea was that one person would take the gem, run to the door, and it would magically let them through. The next person would carry the potion, splash it on the door, and do the same. Wearing one or both of the gloves would work the same for the last person, and at the end of the game they'd find out that each item had some interesting properties that would count as some kind of reward for surviving.
In a move strangely familiar to most RP circles (Potent hair restorer? I drink the lot!) I grabbed the bottle, quaffed the contents and made a run for it.
....then fall over, choking, while everyone laughed themselves silly.
See, potions are 'unknown' so as to discourage people from drinking them without getting them properly identified, and just in case that's not enough the actual 'potion' used was punishment for not being so paranoid as to leave it alone. One mouthful of Vodka, ground coffee powder, water that had previously had raw ginger soaking in it and a small piece of raw onion as a chaser, and I was only too happy when the Monster came up and started beating me with a stick...
Good times