From: Crossville, TN
It's very little extra work really. Going back through all the design steps, the amount of work needed is based on the number of players. I already have a custom Briefing and AAR form for the Germans and British (well they are about 95% done, still debating what to tweak).
In the previous game, each player got a totally custom and different scenario to include a different map. With 6+ players I am not so sure that individual, completely custom scenarios is feasible as I would have to generate that number of different missions and build them out using each map. What I am thinking of doing is to use the same map for each member of the team (they would have the same overall mission anyway) but with a custom generated enemy force (this part is still under design so please feel free to comment any thoughts ).
For the parallel campaign concept, they are not really parallel in that one team's next mission is NOT dependent on results from the other team. The next mission for the team is based on the team's current mission result, the majority win, they advance the green arrow, the majority draws or loses, follow the red arrow for the next mission and so on. For example, if both teams win the 1st mission, they both would advance to the next mission with the green arrow. So one team could be fighting in Amfreville with the other in Bois de Mont. The end of the campaign could end with the British team fighting over Breville While the Germans are storming the Orne River Bridge. You essentially have two different campaigns going on with separate paths, they just happen to be occurring at the same time and each team trying to rack up the most overall points. That's the only way I think I can carry this out with 2 different teams and keep it somewhat manageable.