There is a different approach to RPGing in which the GM does not hoard the secret backstory, but reveals it at every opportunity, using it to frame the PCs (and thereby the players) into conflicts, using it to taunt the players or make ironic points, using it to confront them with questions or quandaries about
what they should do - where the "should" there is the
should of ethics or morality, not the
should of expedience or rational calculation.
Vincent Baker explains and illustrates this latter approach on pp 138-9 of the DitV rulebook:
The town you’ve made has secrets. It has, quite likely, terrible secrets — blood and sex and murder and damnation.
But you the GM, you don’t have secrets a’tall. Instead, you have cool things — bloody, sexy, murderous, damned cool things — that you can’t wait to share. . . .
The PCs arrive in town. I have someone meet them. They ask how things are going. The person says that, well, things are going okay, mostly. The PCs say, “mostly?”
And I’m like “uh oh. They’re going to figure out what’s wrong in the town! Better stonewall. Poker face: on!” And then I’m like “wait a sec. I want them to figure out what’s wrong in the town. In fact, I want to show them what’s wrong! Otherwise they’ll wander around waiting for me to drop them a clue, I’ll have my dumb poker face on, and we’ll be bored stupid the whole evening.”
So instead of having the NPC say “oh no, I meant that things are going just fine, and I shut up now,” I have the NPC launch into his or her tirade. “Things are awful! This person’s sleeping with this other person not with me, they murdered the schoolteacher, blood pours down the meeting house walls every night!”
...Or sometimes, the NPC wants to lie, instead. That’s okay! I have the NPC lie. You’ve watched movies. You always can tell when you’re watching a movie who’s lying and who’s telling the truth. And wouldn’t you know it, most the time the players are looking at me with skeptical looks, and I give them a little sly nod that yep, she’s lying. And they get these great, mean, tooth-showing grins — because when someone lies to them, ho boy does it not work out.
Then the game goes somewhere.
The preceding is all under the heading
Actively reveal the town in play.
This is how the GM
Drives play toward conflict and
Escalates, Escalates, Escalates. By using this pre-authored material to provoke the players, respond to their choices, as Baker puts it (p 141) "'really? Even now? Even
now? Really?'"
The difference between the two approaches is a real thing.