Lanefan
Victoria Rules
And provided that the table drifts away from traditional D&D, see below.But I don't think we're talking in circles! You asked, "How would a game have backstory and a 'plot' if the GM doesn't provide it. I answered.
Yes, the answer includes doing things differently from Gygaxian dungeon crawl style. But we've known that, in the context of this thread, at least since [MENTION=16586]Campbell[/MENTION] posted outlining three different approaches to player-driven RPGing (Gygaxian; what he called "scene-framing"; and what he called "principle GMing" - I tend to blur those last two together as "modern" or "indie"-style, but that taxonomic issue shouldn't matter to you because it still makes the contrast with Gygaxian sandbox-style clear.)
And as I replied to [MENTION=996]Tony Vargas[/MENTION] upthread, there is nothing about 5e that stops it being run in a player-driven fashion of an "indie" style, provided that the GM adopts some appropriate a techniques in calling for non-combat checks and setting the DCs for them, and provided that the inspiration mechanic is engaged to a suitable degree.
But he also assumes the DM is the one placing the dungeon in the game world and that the adventurers (via their players) will then duly go and deal with it in whatever manner best suits them. By logical extension, that dungeon is being placed for a reason; probably to do with a story the DM has in mind for either now or later. This isn't any sort of railroading.But D&D does not "traditionally" have a more DM-driven style, does it? It does assume GM control over backstory, but not GM control over the events of play. In Gygax's PHB and DMG, he assumes that the players will be the ones who choose what part of the dungeon to target, whether to negotiate, fight or flee from encountered creatures, what equipment to take with them, etc.
When I say 'plot' I'm referring to whatever storyboarded ideas the DM might have going in, for how the campaign will unfold. When I refer to what actually happens or happened during the run of play I'll usually use 'story', provided I remember to make the distinction.I think it's pretty helpful to distinguish backstory from plot. Designing a dungeon, mapping it, placing all the creature and treasure - that's backstory, which will include some game-world history.
But what the players choose to do when they encounter the dungeon - eg does Robilar free the trapped gods; or Erca's Cousin free Fraz-Urb'luu from imprisonment? - is not something the GM is at lbierty to make up. Those events are initiated and driven by the players, and they are what establish the plot of the campaign.
Seems simple enough: if I fail I don't have a new diamond. No worries - I didn't have it before, either; so status quo.The narrow answer: if you declare that you are looking for a diamond in the room, and the check is framed and you fail, then you are going to have to deal with the resulting consequence of failure.
Which tells me only that your players are not my players, or me.Because no PC in this particular game has ever been on the hunt for diamonds

Not quite. (some of) The satisfaction comes from having a really long equipment list of items (or places) I could buy (or build) with all those diamonds.The broader answer is this: the reason for playing a RPG, as I take it, isn't so that one's PC (who is purely imaginary) experiences wealth and pleasure in the fiction (which is all purely imaginary). It's so that you, the player, actually experience, in the real world, the satisfaction of playing a game. If that satisfaction mostly comes from having a really long equipment list full of diamonds

No, but it's certainly one way.then probably the sort of game I run is not the best for you. But that's not the only way to get satisfaction out of a RPG.

Lan-"remember, Neutral Greedy is the 10th alignment"-efan