Ever thought your team in Arms Race would be winning if they actually followed your suggestions? Ever felt that one guy is actively opposing you because he wants to be a tool? Ever wanted to prove that you really are the better engineer?
As I am a masochist, I have been thinking about a free-for-all style arms race, and how to run it in such a way that the GM doesn't immediately burn out. This originated from my observation of various arms races and how some people get very, very passionate in their discussions about what the best course of action is. The general premise would be each player running their own nation, Arms Race style. Designing new weapons and reaping the rewards. However, this could very quickly turn into a swamp for the GM, who would have to process at least one design per player every turn, and multiple fronts per player. As the number of players go up, their workload increases exponentially and it will quickly become a herculean task to manage.
Hence I'm coming to you all for suggestions on how to design this game in such a way that the GM doesn't want to top himself before Year 3. Here are my current thoughts:
Instead of being the classic "nations with an eternal enmity matched only by their manpower" game style, instead the players manage mercenary companies in some alternate universe where national militaries are banned. Each turn, the players' companies are hired to duke it out across a pre-defined battlefield, and they must prepare by designing equipment for the situation and then fielding units. The two sides will then hire the players in such a way that they are as miraculously equal as possible, and then the companies duke it out like any other Arms Race battle. This means only one battle has to be processed each turn, but there's no satisfying conclusion involving one nation annihilating all opposition.
The other option would have each player managing a city-state of sorts, and they'd all be brawling with the other players until only one is left standing. This has the issues mentioned above, but I've put some thought into how to handle it. If the players choose their production (like in Cinder Spires or Planetary arms Race) then he would also not have to think about expense levels or which equipment the armies use. Players could also be tasked with choosing which fronts to push, which will reduce the number of battles the GM will have to process, it would also allow players to follow cease-fires, or work together against common enemies. Finally, claiming a city-state's capital could give the player additional design dice, production, manpower, attacks or other such "resources" to help facilitate their conquest.
So, do you guys have any suggestions on how to make this less of a burn-fest?