I'm new to tabletop RPGs (although I have been interested for a long time, just had difficulty finding like-minded companions, and the funds required to get some of the stuff).
When I was finally able to get started (we play Pathfinder), I decided upon using an Adventure Path published by Paizo called "Council of Thieves". We have quite enjoyed ourselves thus far (we are currently in the 3rd book of 6), however, I have noticed throughout the books that I'm utterly bombarded with a plethora of details about things.
For example, there are backstories provided to dungeons and organisations, a backstory was provided to Sian (a character who attempts to assassinate the PCs), as well as to other strange creatures and dungeon settings, and even some haunts.
However, for all I can tell, the likelihood of the PCs being able to ever glean much of this information is nonexistent. For example, in a dungeon in the second book, there is an imprisoned bearded devil, who has gone insane and tries to kill the PCs if they open his cell. It has a backstory for how he got there. However, he is insane, and tries to kill the PCs – the book explicitly states this! My players wanted to know how he'd gotten there (after the session was complete I told them as much of his backstory as wouldn't spoil the rest of the Adventure Path).
Are there ways that opportunities to gain this kind of knowledge should be given to the PCs that I don't know about? It's likely my inexperience talking (and it's definitely a factor, since we're still routinely looking up rules for certain aspects of combat while playing), but those details seem like unnecessary fluff?
Any insight into this would be brilliant, thanks in advance!