It's a shame that using words like "authentic" and "genuine" cloud the picture with a sense of casting shade on other modes of RPG, which are then presumably inauthentic and disingenous. To resolve that, I would differentiate between normal modes of authenticity, and special modes afforded by play. Thus mooting (and yet to be concretely argued) that the latter can be designed for (and is designed for, more for some modes of RPG over others.)
In response to your earlier reply to me, I am going to bold this.
A shame? This isn't a bug of this post, this is a
feature.
As I wrote some time ago in a thread specifically about this topic-
Jargon (or any kind of specialized language... you can put in Thieves' Cant if you want) is both helpful and unhelpful. If you think of any specialized field- medicine, law, banking, computer science, and so on, it will have jargon. Jargon can serve a very useful purpose- it can allow people with a shared interest in something technical or specialized to describe something quickly without having to use regular language each time and "re-invent" the wheel. At its best, jargon is a linguistic shortcut used by people with a shared interest.
Of course, there are other instances of jargon as well, outside of technical fields. Think about almost any area- when there is a shared group, there is often a shared vocabulary. This gets down to the smallest groups- I am sure that all of us have friend groups, and in those groups we have verbal shortcuts from shared events or people we have known! If everyone remembers that terrible night in Toledo, then it would be normal for someone in the group to say, "We don't want another Toledo" and for everyone to nod in agreement. (I am sure that someone is getting ready to start typing, Shakra, when the walls fell.)
The trouble with jargon, however, is that while it can help in-groups communicate more effectively, it is also incredibly off-putting to other people; in fact, it is can be considered both a feature and a bug. If you've ever spoken to a professional (a doctor, a lawyer, a banker) who can't be bothered to explain things and "dumb it down" for a "mere layman" or dealt with a close group of friends that talks entirely in "in-jokes" and doesn't explain them, you understand what this means. When you have invented terms, people will use them as a weapon to exclude others- "Oh, you don't understand what I mean by XXXXXX? Well, obviously you just don't get it."
Given that the people here are not using agreed-upon academic terms, but are using terms invented by hobbyists for other hobbyists, many disagreements about RPG theory are just arguments over what jargon is being used. "Oh, that's not a railroad. That's player agency!" Or, "That's not skilled play, because other types of play have skill." Or "My game has a strong story component, so it's Story Now, right?" And so on.
As you probably notice, this problem is most acute because most of these terms are borrowing and appropriating from actual language for slightly different purposes; to use less-loaded examples, a lot of people get confused by legal terms like "actual malice" (which has nothing to do with malice) or medical terms (like then the doctor says your test result is positive, and the patient replies, 'Positive, that's great!").
So to go back to the main point- yes, jargon does have its place, but people who are used to the jargon usually do not realize that it can be incredibly off-putting. As a general rule, when people are saying that they don't want to engage in the jargon, that's not an attack on everything you hold dear- it means that they usually can't get an entry point to the conversation because the terms are obfuscating what is being discussed. At that point, you can either argue about using jargon, or try and explain the concepts.
Now, look what we have here. The thesis of the OP (such as it is ... I mean, from what little I have seen, I don't see a thesis) is the following:
For me, what those RPGs {the RPGs that the OP enjoys discussing, such as PbtA, FitD, etc.}- with all their variations in details of technique, principles, etc -
is authenticity. That players and GMs make
genuine choices, in play, that
say something -
individually and, if it's working properly,
together.
The flipside of this {all other RPGs, such as the ones many people enjoy playing} 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.
(My emphasis added).
So, what is really the grand thesis? Once we remove the loaded language, the grand thesis is this-
The RPGs that I like allow players and GMs to say "something," individually and together. What is this something? Well, the OP calls it a "genuine choice." The RPGs I don't like don't allow players and GMs to say something, either individually or together. Because they don't allow "genuine choice." What is this "genuine choice?" As later alluded to, it's ...
truth. And
geunine conversation.
Cool, right? I mean, if the OP was American, I'd expect the thesis to say, "My RPGs are authentic, which allows for truth, justice, the American Way, apple pie, and kittens. Other RPGs, of course, don't allow for that."
Now I appreciate that those who want to dive down into some esoteric idea of what the OP might mean or salvage the thesis are looking for educational papers in the UK and/or the definition of authenticity in
existentialist philosophy in order to salvage some non-pejorative meaning out of all of this. Which ... I mean, wow? Like the most common and accepted meaning of authetic is "of undisputed origin, genuine," or "done in the
traditional or original way."
So to reiterate- not only is a term being highjacked in a way that is non-intuitive to both support a thesis (when other terms that are intuitive would suffice), and not only is that term being grossly misused as it
necessarily is pejorative to other playing styles, but the term in its most natural meaning that everyone would understand it would use it to refer to "traditional or original ways" of playing.
...but I wouldn't troll people by using the accepted definition of authentic to refer to games, and using inauthentic to refer to other games.