So I appreciate the detailed reply. I think in a lot of ways we agree, and I think that mostly it's just a matter of preference in how we approach gaming. I'm gonna snip it down a bit, because I feel we're drifting away from matters related to agency, and I know we've talked about a lot of this stuff before in one way or another.
Agreed it can be frustrating. That said, if it's what the characters would do then so be it - all I can do as DM is sit back, crack open another beer, and wait for them to decide what to do. If I'm a player, sooner or later my boredom tolerance will be exceeded and my character will do something rash - usually to its own detriment but hey, at least I got things moving.
There are times where it can be interesting to watch the players pause and then debate what to do about a situation, how to proceed. But I like when those moments are reserved for kind of major moments. When the decision is not a major one, I want things to move. I don't like those big pauses happening often.
This can be a product of the system, or parts of it. It can be for other reasons, too, of course.
We do random roll for stat generation, so having too specific of a character idea going in is often self-defeating when the dice don't co-operate.
As for the kind of things they may want to see come up in play: broad-brush stuff - e.g. if I get a vibe that the players are keen on doing some adventuring in an arctic setting for a while, or that they're tired of facing undead and would like to see some variety - are usually pretty easy to accommodate. But in specific terms e.g. a character wants to sort out some drama within her family (and I've got one player who quite likes this sort of thing), I try to limit this or do it off-session as while it's going on in-session everyone else is more or less sitting there bored.
As a player, some of my characters have rather specific goals but I don't want to waste too much of everyone else's time with them and neither expect nor insist that they come up as part of party play (exception: if I-as-character can talk the party into helping with something tha'ts different, as they always have the option of saying no and if they say yes it's their own choice), and so that stuff gets dealt with off-session or in spare moments.
I more want the party as a whole - regardless of who might be in it at the time - to be the star of its show.
Sure, that's all great. I agree about the group being the focus. But I prefer when each PC also has their own things going on, their own agenda to pursue. Focus can rotate as needed, and I would hope the players are all okay with indulging a little time spent on characters other than theirs now and again. Plus, the characters are usually invested in one another, so getting their help doesn't usually require a lot of convincing.
I think this ties into a lot of the things that others are mentioning, where the players are able to shape the content of the fiction. It's about their characters.
And if the player says nothing lives there, which would be the most likely outcome, what then?
Why would that be the case? Does the player like to be bored?
Except without the backstory you really can't have the here-and-now story, or have it make any sense.
Sure you can. People do it all the time.
In part because if it does end up erupting under the PCs' feet I can't be accused of hosing them over. Instead, I can legitimately state the decision to have it erupt then and there was made in complete neutrality, long before the PCs were even rolled up.
So let me say this....if I'm in your game, and a volcano explodes when our PCs are near it, I'm not gonna buy that this was a neutral decision. Sure, you could show me some notes that say you had predetermined that this thing was gonna blow on August 5 of whatever year.....and then I'm going to point out how you're largely in control of the pace, and the date and of possibly dropping prompts into play to get us to go near the volcano.
And if the volcano erupts when the party is no where in the area....I'm very likely not to care at all.
If the whole goal of this is to set up some kind of legitimacy to the idea of neutrality, it just seems odd.
It's part of the backdrop, which may or may not become a relevant part of the story.
OK, let's try another example - this one very timely as it's currently ongoing in my game:
I'm running S1 Lost Caverns. Party has been in the field on and off for over half a year dealing with this; and on one of their visits to town it became clear that what they were in theory doing (finding the Necronomicon, the original holy scripture for all Necromancy; I substituted this into the module in place of the Demonomicon as all its useful spells already exist in my game) could have huge ramifications for Necromancers everywhere and the local Necromancers' guild really really really wanted this book!
Unknown to the PCs, word got out. Other Necromancers' guilds eventually heard about this, took note, and took action.
Party finally finishes the adventure and heads back to town. They're intercepted before they get there: foreign Necromancers have invaded the city and started a war with the locals over who gets to end up with this book. Civilians are fleeing, if not already dead as collateral damage. Buildings are burnt. Huge rewards have been posted (though no-one's really sure by who) for each known party member. All of this catches the adventurers quite off guard - they were hoping to get back to town, get rid of this damn book, divide their treasury, get all their lost levels restored (Drelzna had a field day!), and relax for a bit of downtime. Now they have to sort their way through a war, which is what next session will probably consist of.
I can think of at least one poster here who would say this is bad design because it uses hidden backstory. Needless to say, I disagree.
So you have a GM plot you want them to engage with. It's fine. Where is the player agency in this scenario? Probably to decide to go after the book in the first place. Then, most everything else is "the world" responding to what the PCs are doing.
But really, there is no "world" so it's the DM deciding what happens next. All the stuff about the necromancers and the foreign ones learning of the book (how did that happen? It seems it happened to further the plot, but I imagine it would be described as "the world responding to the PCs' actions) and then attacking the PCs and waging war on the town, and placing bounties on the PCs.....all of that is the GM having a story idea.
It's not bad. It just doesn't appear to have a high level of player agency. It's the GM constructing a story in advance around the PCs. Or at least, that's how it seems.
Backstory is fine. I think the opposition to the use of hidden backstory is more about the GM thwarting player intent because of the preconceived ideas that the GM has about the fiction, but which the player doesn't know. I think that's a different thing than using backstory to help set up current events or to establish a scenario that you'd like the players to engage with.
You risk conflicting visions, for one thing. For example, using these silly hills again, what if one player wanted hills there while another wanted farmland and a third thought an ocean or very large lake would make sense; meanwhile the GM has to think "what happens if they just go north without asking" and has in mind there's just more swamp that way.
Why would the GM ask more than one player to confirm what was to the North? Why would more than on player be attempting a check to determine the terrain?
You also risk coming up with something that doesn't make geographical or physical sense. An obvious example is where someone places hills to the north, someone else places ocean to the south, and during play it becomes relevant that the river has to flow south-to-north (i.e. uphill!) so that other things can make sense. (I've seen maps in published novels do things like this and it bugs the hell out of me) Distances and therefore travel times are even easier to mess up.
Far simpler, and far more likely to be/remain consistent, if there's just one hand on the helm.
I mean, if you put a river that flows north to south, how would it later become relevant that it has to flow south to north? And how would this river only be susceptible to this if it was placed at the time of play instead of months before?
Again, I don't think anyone is saying that all players should be able to at any time determine any and all fictional elements in the setting. There are ways to allow this to work within the constraints of the game.
There's more than one game. More than one approach. It sometimes seems like you can only see things through the lens of how you play your one game.