Yup! That's exactly what I did. The word authenticity is, I'll freely admit, perhaps somewhat weighted.
Somewhat weighted?
"Other than that, how was the play, Mrs. Lincoln?"
I don't think the notion at hand is one of good and bad though, just one of different. So I elided the word in question to try and sidestep the (probably inevitable) kvetching about RPG tribalism and whatnot, which I'm 100% sure isn't what
@pemerton was getting at.
This is the issue so many people have with invented jargon. I feel like ... there's been a conversation about this? Here, let's see it in action-
(1)
For me, what those RPGs - with all their variations in details of technique, principles, etc - is authenticity. (2)
That players and GMs make genuine choices, in play, that say something - individually and, if it's working properly, together.
(3)
The flipside of this is that the effect of railroading and all its variations (the "three clue rule", GM-enforced alignment, adventures that work by the players figuring out what the GM has in mind as the solution, etc) is to squelch authenticity. The parameters of play have already been set.
Here's how it works-
(1) Come up with a term that is laden with a positive connotation to describe your preferred games/playing styles/etc.
Here, we have the use of the term "authenticity." Is authenticity and authentic laden with positive connotations? Oh, you betcha! Let's see it in another context ...
"I like authentic Mexican food, not the other stuff you get at the supermarket."
"You need to be your authentic self, not some fake person."
(2) Then define it in a nebulous way that both gloms on to other good terms (being authentic means making "genuine choices") while also not saying anything at all ... being authentic just means ... saying something. What? Something. How? Together. When? When it's working properly. Right!
(3) Then define other things within the "negative space" of the jargon you have just created. Make sure you use pejorative language as well. When you aren't playing "those RPGs" then what happens .... you "squelch authenticity."
So what have we really learned? Absolutely nothing. Anyone who already generally agrees with the above will just nod their head sagely and say, "Well, of course. These games are different! I'm not sure what any of this means, but obviously there's something there. I mean, he even says ... something."
Meanwhile, anyone who is likely not to agree will probably not think very highly of someone who chooses to ascribe "authenticity" to their own favored styles of games, while saying other people prefer to "squelch authenticity."
It is both provocative and meaningless, and serves only to highlight a desire for conflict. It ascribes (as Umbran correctly notes) a pseudo-morality to play that is inappropriate.
Non-GM driven games (which is a fine phrase) are very different, and have much to recommend them for some people. "Authenticity" isn't it.