Writer, Concept & Story Development, Game Designer. The first of its type in a Disney theme park, this role-playing experience brought Frontierland alive with guests getting to be outlaws and heroes of the old west. Legends was a game that had to work for both a ten-minute experience and account for multiple day visits, plus be simple enough for kids of all ages.
Each day players that made an impact on the community were rewarded as Heroes and Legends.
Players used their ‘bits’ to buy land for their team to win the day for their towns of Frontierland or Rainbow Ridge.
Maps and starter quests got players into the game as Deputies, Pony Express Messengers, or Reporters for the town paper.
Players received story beats and missions through the Telegraph Office and characters that roamed Frontierland and reacted to their play.
Players could challenge each other to duels and earn rewards for taking outlaws to jail.
Legends of Frontierland had to launch in six weeks. A daunting task for a role-playing game of this scale that had never been attempted in a Disney theme park. Part live action role play, part entertainment experience, part interactive game. Legends was an ambitious project that set out to make Frontierland come to life. I came aboard the team as the game designer to bring together the various elements — a Trading Post, a Jail House, a Telegraph Office, a card table, a town newspaper, hosts, and improv actors — develop a rule set to combine them into one unified system, and develop an in-game economy that worked across the entire system, and a find a 'combat' dueling system that was both intuitive and family friendly. It had to work as both a 10 minute experience and a 6 hour one.  And it had to be flexible enough to allow a player to play light scavenger hunts for some quick gold to buy land or dive deeper into an ongoing story that stretched throughout the entire game. While it was running, I served as game master, writing quests and new content that were sent through the telegraph, adjusting the economy on the fly, developing story, coaching the character hosts and actors that were part of the experience, and dealing with the occasional guest-related issues. It was called by guests and industry blogs "the future of theme parks." We had hundreds of players, many of whom were there weekly, if not daily. The experience was so successful it was extended another month beyond its planned run. Legends of Frontierland started out as a game and became a community.