I think it's somewhat weird to consider authorial intent so strongly as to always run mod-free on the first time through a game. In the vast majority of games, I play through (at least most of) the first time without mods either because none are out that I feel are essential or it's a new game so mods barely exist.
It also really depends where we draw the line for a mod. Technically the changing of an ini file for a game that doesn't have a good FoV support in the settings is the same as a mod that changed that "hidden" setting. So does every game that I look up on WSGF or go diving into settings to fix count as modded on the first playthrough? What about Just Cause 3: the mod I downloaded literally just blocked a few files so the pointlessly long intro video didn't play. I also do that myself if there is an easily visible bink file or the like that can safely be renamed to skip brand logos after the first time I launch the game.
But, stepping beyond minor things that maybe don't touch "the game" and are more fixing "bugs" (if your FoV is only set for me on a couch then it's not the right FoV for me sat at my desk) or annoyances in the stuff around the game... I played (LttP, as I often am) Fallout: New Vegas the way the game's lead designer/project director intended. That wasn't how it shipped or was officially patched but rather with the JSawyer mod. So, was everyone else just playing the beta version of the real New Vegas? Was their experience out of the box the "modded" one? If we're saying we shouldn't change core features of games so we can experience them the way they were intended before going back and seeing them done differently via mods?
Also (to stick on a theme) the Bethesda game UIs are junk and playing on PC with mouse/keyboard with that UI means you're just getting a worse game. I'm going to say I classify that as a "fix" rather than a "mod" but I'm guessing most would say a significantly different UI is quite a long walk from playing a game the original way with only compatibility fixes. As noted by other above, everyone knows that even if they think they desire purity, Bethesda can create a crisis of faith there.
Everyone should play games however they want, I'm just somewhat dubious that an ideological differentiation of the first play-through makes as much sense as I think most of us would say we grew up assuming to be true (either via authorial intent or other reasons).
As for making mods...
I grew up on PC games so if you couldn't rewrite an autoexec.bat and config.sys to get more stuff into HiMem then your gaming options were rather limited at times. Which naturally grew into poking at other files and making sure that when Total Annihilation came around the unit limit was only a suggestion, custom version of C&C/Red Alert floated round as we made custom mods of rules.ini with different values for each unit type to cheat but also to create our own house rules. Back by the era of Duke3D then getting to run the level editor (build.exe, the engine name) was considered where it was at. I think most people I gamed with (on PC - Europe so it was more common here and even before that micro-computers had keyboards and writeable tapes) also poked at editing tools that came with games and later were the first things that got shared off the internet. Most of us were no good at it but that didn't stop everyone from trying. By the time Action Quake 2 and then Counter-Strike first arrived, we played as many of our maps as official ones at some small LANs.
So put it all together and you've got all the training required to go full into mods and most of us made various terrible and derivative things before either making more interesting stuff or walking away from creating mods. But it seemed very much of the era. You had to have gained most of those skills just from playing games on PC. Like how if Super Mario has shipped on NES with the Mario Maker level editor: of course kids who played that and wanted to get the most out of it would get a good feeling for Mario levels and take that through into later life. By around 2003 that modding was turning into actual indie game development in spots while others gave up or even just continued for personal enjoyment of creation. I'm still friends with someone who was making good maps for CS Beta 3 onwards in 1999 (that could go right up there with cs_seige, cs_mansion, cs_militia, ca_assault, and cs_tire for keeping a LAN eager for more for hours at a time - this was long after the hotness of CS had worn off and no one was prepared to play another game in cs_desert) and they still load Worldcraft (now Hammer) and make stuff to relax.
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