So there's been some talk of playtesting and game length and that got me thinking.
Unlike some of the examples in this Extra Credits episode
(props to the Extra Credits team for their oft-applicable insights into design) which talks about how video games can offer differing lengths of satisfying play sessions depending on player needs, TTRPGs typically require 1.5 - 4 hours and involve coordinating real people to the table - even if that table is virtual - and, if you're playing a campaign, they'll probably want to meet at least once a month.
Given those requirements - and feel free to challenge those - how can we as designers encourage, reward and enable players to coordinate and come together to play?
I've seen lots of games trust to the GM to be the social keystone and game-activator but not give them much support. In an ideal world, how could a game encourage and enable you as a GM/player to gather your friends and keep them coming back week after week?