Architect handbook

Everything a Scenario Architect can do on ImmA

You write the mystery. ImmA turns it into a real investigation that a group plays in a real place: characters who answer questions in their own voice, clues behind QR codes, a map, an economy, and a live game your organizers can run. It starts from as little as two sentences, a place and something that happened there, and an hour later you have a scenario made for that place and nowhere else. This handbook walks through the whole role in the order you will meet it, and tells you exactly what it costs.

Part 1

Start here: what the role is

Three short chapters before anything technical: what a Scenario Architect actually does, why the role is worth your time, and what your first hour looks like. If you read only one part, read this one.

What a Scenario Architect is

An Architect is the author. You invent the crime, the cast, the places and the evidence. ImmA builds the playable machinery around it, and that machinery is three things you never have to make yourself:

  • Characters who answer back. Every suspect becomes an AI actor who stays in role, knows only what you decided they know, lies where you told them to lie, and answers whatever a player actually types. There is no menu of three questions.
  • Evidence that lives in the real world. A clue sits behind a QR code at a real place, inside someone's testimony, or behind a trigger that fires when a team does something specific.
  • A game that runs itself. Action points, sympathy, hints, the end-game questions and the final score are all handled by the platform while the group plays.

You never have to run the events yourself. Organizers license your scenario and run it for their own groups, in their own city, on their own date, which is what turns one piece of writing into something that plays many times.

Read the role page
A seed in, a whole mystery out

The fastest way to start is the one most Architects end up keeping: paste a seed. A seed is two sentences. A place, and something that happened there.

Thirty seconds to type it. Around thirty minutes for ImmA to build the mystery. Around thirty minutes for you to check it. At the end of that hour you have a scenario written for one client, one venue, one evening.
  • The seed is what you already know about the event. "A wine estate near Tours, harvest night: the cellar master is found at the bottom of the stone stairs and the key to the cellar is missing." That is genuinely all the Source tab needs.
  • A seed is the floor, not the ceiling. If you already have the culprit, the motive, six characters with names, the room each clue sits in and the tone you want, write all of it. The brief has no length limit and nothing you specify gets overwritten, so the more you decide, the more of the result is yours and the less there is to correct afterwards. Two sentences is the minimum that works, not the recommended amount.
  • What comes back is not an outline. ImmA writes the cast with their own voices and their own lies, the timeline of what really happened, the clues and where each one is found, the triggers that fire during play, the map, the points economy and the end-game questions. Then it checks the whole thing against itself and repairs the contradictions it finds.
  • It draws it, too. The portraits, the locations and the cover are generated with the rest, so the scenario looks like a production rather than a document. You can pin the visual register with a picture style, so the whole cast belongs to one world, and you can upload your own image anywhere instead: a photograph of the real venue, a portrait you commissioned, a prop you own.
  • Re-read any generated picture that is meant to contain WRITING. Image models cannot spell. A letter, a ledger, a torn note or a signpost comes back looking convincing and saying nonsense, so if the words are the evidence, check them, and put the text a player has to read into the clue description rather than trusting the picture.
  • Then you read it, and disagree with it. Half an hour in the Timeline, Cast and Solution tabs is usually enough: change the culprit's motive, rename a place to the name the venue actually uses, cut the clue that gives it away too early. Every field is editable and nothing is locked.
  • That is what makes it worth selling. A scenario off a shelf is the same evening everywhere. This one names the client's own building, their own street, their own history, for about the same hour of work.

Write the seed for the place the game will be played in, and the game feels like it was written for that place. It was.

Try it with your own seed
Why it is worth doing
  • Write once, play many times. The same scenario runs in any city, on any weekend, without you being there.
  • You keep authorship. Your name is on it, and you decide whether it stays private, is sold to organizers, or is open to everyone.
  • The hard parts already exist. You are not writing dialogue trees, wiring QR codes, balancing an economy or building an app.
  • You are paid per run. An organizer pays for the right to run your scenario, so a good one keeps earning long after the writing is finished.

What is left is the part only you can do: deciding what happened, and who is lying about it.

How to start, honestly
  1. Create an account and open the Factory. The subscription unlocks it, and everything described on this page is available from the first minute.
  2. Describe your idea in a few sentences. The setting, roughly who is involved, and what happened. That is genuinely all you have to give it: "a wine estate in the Loire, the owner is found in the cellar the morning after the harvest festival, five people had a reason" is enough to begin.
  3. Pick a size and press Generate. ImmA writes the cast, the timeline, the clues, the map, the triggers and the end-game questions from your paragraph, then checks the result against itself for contradictions and repairs what it can.
  4. Read it, and disagree with it. This is the real work: change a motive, rewrite a testimony, move a clue somewhere harder to reach, cut a character who does nothing. Everything saves as you type.
  5. Run the playability check, then publish. The check refuses to let through a scenario that cannot actually be solved.
Most of the work after that first paragraph is editing, not writing from scratch, and a first scenario usually takes 30 minutes to an hour from a few sentences describing it. It is easy!
Create your account

Part 2

Your workspace: the Hub

The Hub is the page you land on after signing in. It holds every scenario you have written, the numbers that say how they are doing, and the tools that surround the writing: selling, licensing, spending, getting paid, and answering organizers.

The Hub, your home page

The Hub is where you land after signing in, and it answers one question: what have I written, and how is it doing?

  • Your library, foldered by status. Draft, live, archived. Open any scenario straight into the Factory, duplicate it to try a variant, or delete it.
  • Portfolio numbers at a glance. How many scenarios you own, how many are live right now, and how many are still in draft.
  • Import and export. A scenario is a file you own. Export a copy whenever you like, whatever your plan, and import one back into this account or another.
  • See your work as someone else. Two buttons open your own scenario as the organizer who will run it and as the player who will play it. It is the fastest way to catch something that reads perfectly in the Factory and makes no sense standing in the street.
Open the Hub
The five tools around the writing

The Hub carries the whole business side of the role, so nothing about money or organizers ever has to live inside the scenario itself:

  • Scenario Marketplace. Your listings: which scenarios are offered to organizers, how visible they are, and the proposals you have received.
  • License requests. Organizers asking for the right to run one of your scenarios. You approve, set the terms and configure the billing here.
  • Generation usage. What every generation cost you in GT, broken down per scenario and per action, beside what your balance has left. A surprise bill is impossible.
  • Earnings and payouts. What you have earned, your bank details, and the button that requests the transfer.
  • Organizer requests. Messages from organizers who want to talk before booking: a question, a custom date, a private run.
Open the marketplace

Part 3

Building a scenario: the Factory

The Factory is where the writing happens: ten tabs, one per part of the story. This part walks through every one of them, starting with the real generation panel you meet on your very first scenario.

The Factory, tab by tab

The Factory is where a scenario is built. Each tab owns one part of the story, and they appear below in the order you meet them.

Three things are true on every single tab:

  • There is no save button. Every field saves itself as you type, and a small green check confirms it.
  • Generating is optional, everywhere. You can write an entire scenario by hand and spend nothing. The generator is a starting point, not a toll gate.
  • You regenerate one element, not the scenario. Rewriting a single character or a single clue never costs you the parts you already liked.
Build on the widest screen you have. The Factory is a work surface: three columns, an inspector and a map editor. Everything works on a phone and nothing is hidden there, but a laptop or a desktop is where it is comfortable, and the Map tab in particular is cramped on a handset.

Source

Where a scenario begins. Describe your idea, pick a size and a picture mode, and generate. This tab also runs the consistency checks afterwards and shows you what it fixed.

What you can do here

  • Write the brief, in a few sentences or by pasting a document you already have.
  • Set the size and the counts exactly. The numbers you type are respected, not approximated.
  • Choose how much AI help you want, from a full generation down to text only.
  • Force in the elements you care about before the story is written: a real character, a real place, an object you own.
  • Read what the consistency check repaired once the generation lands.

This is the real control, live on this page

Include genre, setting and the core mystery (30+ characters). Pick a scenario size below. Everything else is optional: set it yourself or pull it from your brief.

Keep it publishable. A murder mystery is fine, but explicit sexual content or graphic violence (torture, gore, mutilation, abuse) will be automatically softened before generation, and you will be told what changed. If the AI still refuses the brief, generation stops and you will need to rewrite it and start over.

Required: pick a preset or set Custom counts. Counts are respected exactly; editing a number switches to Custom.

min

On Automatic, the AI picks the style that fits your story and audience during generation. Tune it, add notes or edit the full picture prompt anytime in the Global tab.

The generated title replaces the current one.

Players buy access in-app; the scenario is listed on the marketplace.

1 logo will be drawn into the cover, side by side along the top. Logos are part of the artwork, so changes apply on the next regenerate.

The AI picks a colour that suits each cover, so it changes on every regenerate.

Require specific elements, for example an actor "a corrupt harbourmaster", a location "a smugglers' cave", a clue "a torn treasure map".

Not a screenshot: this is the same panel you use in the Factory, so it can never show you something the product no longer does. Press anything, nothing is saved. The one control missing here is Generate, because generating needs an account and a GT balance, and that is exactly what signing up gives you.

What each control does

  • Size. How many characters, locations, clues and events get written. It sets both the price and the length of a session: a small scenario plays in about an hour, a large one is an evening. The four boxes under the presets override any single count.
  • Duration. How long a team should take to solve it. The generator paces the clues and sizes the economy from this, so a two-hour scenario gets more to do, not just more time to do it.
  • Picture generation. Whether this generation draws the portraits, the locations and the cover.
  • Picture style. The visual register every image follows, so the cast and the places look like one production rather than a collage. Left on automatic, the generator picks the style that fits your setting.
  • Title and cover. Whether ImmA names the scenario for you or keeps the title you wrote, and the reference image the cover is built from. The cover is the first thing anyone sees in the catalogue.
  • Licensing. Whether other organizers may run this scenario and what you charge them. It changes nothing about what gets generated, and you can change it after publishing.
  • Story settings. Optional: genre, difficulty, group size, the kind of place it happens across, and who is going to play it. The audience matters more than it looks, because it moves the tone, the reading level and how dark the content is allowed to get.
  • Elements to include. Typed lines the generation is required to produce: a specific character, a place you can really visit, an object you own. This is how you anchor a scenario to a real town or a real prop instead of letting it invent its own.
Pictures are most of what a generation costs, so supplying your own art is the largest saving available to you.

Global

The scenario's identity: title, tagline, setting, genre, audience, difficulty, duration and group size. These drive both what gets generated and how your scenario is presented in the catalogue.

What you can do here

  • Name it and pitch it. The tagline is the line on the catalogue card, so write the hook rather than the summary.
  • Describe the setting properly. Everything else is generated from it, which makes detail here free and vagueness expensive.
  • Set genre, audience, difficulty, duration and group size, which steer the generation and what an organizer sees before booking.
  • Choose the cover. A real photograph of the place you set it in beats a generated image whenever you have one.

Timeline

The backstory as events, spread across years rather than clustered on the night of the crime. Each event links the characters involved, which is what lets an alibi be confirmed or contradicted by someone else.

What you can do here

  • Write the backstory as dated events, spread across years instead of piled onto the night of the crime.
  • Link the characters who were present. This is precisely what lets an alibi be confirmed, or broken, by somebody else.
  • Mark how significant each event is, so the generator knows what the story turns on.
  • Reorder by editing a date, and click the Game Day anchor to reconfigure the day itself.
  • See what happens during play on the same board: timed triggers sit below Game Day, read only, edited over in Triggers.

Cast

Your characters. Each one gets a personality, a speech style, and a knowledge base of what they know, what they lie about, and what they concede under pressure. This is what they answer players from, in character, every time.

What you can do here

  • Give each character a role: perpetrator, suspect, witness, and whether they can be talked to at all.
  • Write their personality and speech style, which is what makes two suspects sound like different people.
  • Fill the truth and lie matrix: what they answer honestly, what they lie about, and what they concede once a team has earned their trust.
  • Set the intimacy triggers that raise or lower how much a character trusts a player.
  • Link them to events, clues and places, so what they know is what the story knows.
  • Use AI autofill on one character to complete only the fields you left empty.

Clues

The evidence. Each clue is found somewhere real (a QR code at a location), from someone (testimony), or by a trigger. No single clue convicts anyone: the culprit is only provable by combining several.

What you can do here

  • Choose where each clue comes from: a location, a character's testimony, a trigger, or a redeemed code.
  • Write the evidence itself. A description is what a player deduces from, so a detail added or lost changes the case.
  • Hide a clue in a stash, a physical object the organizer conceals somewhere before the game.
  • Link every clue to a character and an event, which is what keeps the consistency checker quiet.
  • Watch the orphan count. A clue nobody can reach is the most common way a scenario quietly breaks.
Do not rely on words drawn INSIDE a picture. Image models cannot write: lettering on a generated document comes back as convincing nonsense. If the words are the evidence, a date, a name, a ledger line, put them in the clue description, where players actually read them.

Map

Where it is played. Place your locations on a real map, print the QR codes, and mark the hidden stashes an organizer physically hides before the game.

What you can do here

  • Choose the mode: GPS for an outdoor game, a floor plan for an indoor venue, or none at all for a scenario played entirely in conversation.
  • Place the locations on the real map and write what a team sees on arriving.
  • Draw zones that fire a trigger the moment a group walks into them.
  • Print the QR codes. Every location has one, so a scenario still works with no map at all.
  • Mark the stashes, the spots where the organizer hides a physical object before play.
  • Price a search, or make one free, location by location.

This is the real control, live on this page

Map Mode

GPS Map Settings

Player-visible layers

The real Map tab control. Switching mode here changes what the tab asks you for next: an outdoor game needs a centre and a zoom, an indoor one needs a floor plan, and a conversation-only scenario needs neither. Nothing is saved.

This is the real control, live on this page

Map editor

Map

Background

Draw

Filter

The old wash-house
The estate cellar
The ferry landing
Damp cotton glove
|

Map Overview

Pins (1)

Areas (1)

Markers (1)

Characters (1/3 placed)

Madame Reveillon
Bernard Fauvel
Père Ancelin

Clues (0/3 placed)

Torn ledger page
Damp cotton glove
The ferryman's crossing

And the editor itself: its sidebar, its canvas and its inspector, live on an example scenario. Open Pending, click a location, then click the map to drop it: the characters who are found there and the clues it holds come with it. Drag a pin to move it, click one to open its panel, drag a marker in from the list. Nothing is saved, and the few controls that would write to a real scenario (creating an area, deleting a pin) stay inert without one behind them.

Triggers

The scenario's reactions. When a team visits a place, presses a character, finds a clue or crosses a sympathy threshold, a trigger can reveal something, grant points, change a character or notify the organizer.

What you can do here

  • Pick the condition: a place visited, a topic raised, a clue found or held, a code redeemed, a sympathy or points threshold, time elapsed.
  • Pick the actions: reveal a clue, grant points, change how a character feels, rewrite what they say, unlock a place, or notify the organizer.
  • Chain them into side stories, where each beat unlocks the next instead of paying out once.
  • Run the simulator. Choose an action a player might take and watch which triggers fire and what follows. Nothing is saved and no points are granted.
  • Generate the whole reactive set in one pass, then prune what you do not want.

Q&A

The end game. The questions a team must answer to close the case, the steps that lead to each answer, and the truth they are graded against.

What you can do here

  • Write the final answer: who did it, how, and why. Everything else is graded against it.
  • Write the end-game questions a team must answer to close the case, and what each is worth.
  • Lay out the steps that lead to each answer, which is what proves the question is reachable at all.
  • Watch the points each question implies, computed from its talk-to steps.
  • Generate a first draft of the debrief, then rewrite whatever gives too much away.

Economy

The pacing dials: how many action points a group starts with, what an interrogation costs, and how sympathy with a character changes what they are willing to say.

What you can do here

  • Set the action points a group starts with.
  • Read the minimum needed to solve, computed from the leanest complete playthrough, and balance the rewards against it.
  • Price the conversations. A hostile character costs more to talk to, so sympathy and price move together.
  • Set what searching a place costs, or make every search free.
  • Configure the hint code an organizer hands a stuck team: it grants points to spend and costs them final score.

Publish

The final gate. Run the playability check, choose your licence and visibility, export a copy if you want one, and put it live.

What you can do here

  • Run the full audit and let it auto-fix narrative, trigger and clue-discovery issues.
  • Set the status: draft, published, live or archived. Each says something different to an organizer.
  • Choose who pays: each player group buys its own access, or the organizer buys a session licence priced per day.
  • Build a client offer, pick the services, set your prices, and generate a quote to send.
  • Export the scenario as a file and keep your own copy, on any plan.

This is the real control, live on this page

Check Consistency

Audit the scenario, then auto-fix narrative, trigger, and clue-discovery issues.

Run the check to verify your scenario's internal consistency.

The real Publish tab, all three of its sub-tabs. Press Run on Consistency to watch the audit work, then Fix. Those findings are an example rather than a live check, because there is no scenario behind this page; the categories and the wording are the checker's own. Config is empty for the same reason. Services is fully live: tick a line, change a price, and watch the client total and the split move.

Who decides what a service costs

  • Every service arrives with a recommended price. ImmA proposes one for each line, so a first offer takes minutes instead of an afternoon of guessing what the market bears.
  • You can change any of them. The recommendation is a starting point, not a rate card: raise it for a demanding venue, lower it for a friend, set a line to zero and give it away.
  • Each line has a floor. Below it the offer is refused, because a price under the floor costs more to deliver than it brings in.
  • The figures are hidden on this page. They are the terms you quote a client with, so the demo shows NNN wherever a number lives. You see the real ones the moment you open the Factory.
  • ImmA's share is already inside the price, never added on top of it. Hosting, the AI that plays your characters live while a group is out playing, generation, payment processing and support are real running costs, and they come out of that share. The split is spelled out in the quote before you agree to anything, and you can open it line by line.
Open the Factory

Part 4

Publishing, earning and getting help

What happens once the scenario is finished: the checks it has to pass before anyone can play it, who is allowed to see it, what the whole thing costs in GT, how the money reaches your bank account, and where to write when something is wrong.

Publishing and who can see it

Before a scenario goes out, ImmA runs a playability audit and refuses to publish one that cannot be solved. It checks that the culprit can be reached from evidence a team can actually find, that every end-game question has a path to its answer, and that nothing in the story contradicts the case file. It repairs what it can and tells you exactly what it changed.

Then you decide who sees it:

  • Private while you test it with your own organizers.
  • Public in the catalogue, where anyone can discover it.
  • Offered to organizers only, listed for them to book but not shown to players.

And you choose how it is licensed. Either each player group buys its own access in the app, with the organizer committing to a minimum number of group tickets a month and keeping their margin on every one sold past it, or the organizer buys a session licence priced per day and covering up to a stated number of player groups on each of them. You decide what happens when an extra group turns up: the day bills a second time, or that group waits until tomorrow. Leaving the end date open turns the same licence into a permanent installation, billed a month at a time.

What ImmA does NOT sell alongside your scenario: promotion. There is no listing service, no social campaign, no press outreach and no ad budget, because we have no partnership that could deliver one. Those lines were in the catalogue and are now hidden: a deliverable in a signed contract that nobody can honour is worse than an offer that never mentions it. Finding the audience is the organizer's job, and it is one of the reasons they keep the margin they keep. If that changes, the lines come back.

Browse the public catalogue
What it costs

Writing on ImmA runs on GT, the platform's generation unit. A subscription unlocks the Factory and grants an allowance every cycle, and if you need more you top up.

Three rules are worth knowing before you spend anything:

  • Monthly GT resets each cycle, so an unused allowance does not pile up.
  • Bought GT never expires, and it is only touched once the monthly allowance is gone.
  • AI generation is the whole bill, and images are most of it. Running the models costs us real money per call, which is what GT pays for. Everything you write yourself is free: the text, the clues, the cast, and any picture you upload, including one you generated with another AI tool.

The figures below come from the live price list rather than from this page, so they are always the current ones.

Subscription

€25 / month

Unlocks the Factory and grants 2,500 GT every cycle

Top-ups, whenever you need them

€10 = 1,000 GT · €25 = 2,500 GT · €50 = 5,000 GT · €100 = 10,000 GT

Bought GT never expires and is spent only after your monthly allowance.

What an allowance actually buys

  • About 2 medium scenarios a cycle, fully generated including every picture (1,008 GT each).
  • About 9 a cycle if you supply the images yourself (266 GT each): pictures are most of the cost, so generating the text and uploading your own art is by far the best time-to-GT trade.
  • That leaves about 484 GT, which still writes a third scenario: enough for a small one's text (245 GT) with your own art on it.

And you can always write everything by hand and spend nothing: the text, the clues, the timeline, and your own pictures, including art you made with another AI tool and uploaded here. GT pays for OUR generation, nothing else. The generator is a starting point, not a toll gate.

See full pricing
Getting paid

Organizers license your scenario and you take the author's share of every sale. The platform fee is a fixed share of what the client pays, never added on top, and you see it before you agree to anything.

Your balance, your sales and your payouts all live in the Hub: register your bank details once, then request a transfer whenever you like. You can also export a scenario as a file and keep your own copy, whatever your plan. Care settings are their own audience: hospitals, care homes, day centres and special-education services want stimulation and conversation rather than a night out, and they run it themselves in short seated sessions.

Open the marketplace
The Little Mysteries: earning while you sleep

Every scenario you publish can also be booked as a single private evening, by anyone, with nobody in the loop. A person planning a birthday picks your story and a date, pays, and runs it themselves with a kit they print. You are not asked, you do not quote, and you do not organise anything.

You keep your usual share of every one, exactly as you would on a licence or a ticket. The difference is the volume: these are bought by people who would never have written to you, for occasions that would never have become a project.

There are two things you control, both in Publish → The Little Mysteries:

  1. Whether it is offered at all. On by default for every public scenario, so your catalogue is earning from the day you publish. Untick it and the sale is refused server-side, not merely hidden.
  2. What one evening costs. Your number, per scenario. ImmA sets a MINIMUM below which an evening cannot be sold, derived from what those teams actually cost to serve, and the Factory tells you what it is. Price a flagship higher than a forty-minute short: the reader sees your figure on the catalogue card and on your scenario page.

What the buyer gets, so you know what your work is being used for: one evening, one date, up to five teams, on the original scenario rather than a copy. They become the organizer for that night and nothing else: they cannot edit your story, and their evening is private, so it never appears in anyone else's listing.

What it does for you beyond the money. It is the cheapest way for somebody to find out your writing is good. A person who books one for a birthday is exactly the person who later asks you to write one for their company, and the enquiry reaches you directly through the button on your scenario page.

Set your price in the Factory
Your own page, and the writing on it

Until you say otherwise, ImmA does not tell anyone who you are. Your scenarios sit in the catalogue with no byline, which is safe but strange: somebody who has just read your story has no way to find out who wrote it, or whether you have written anything else.

Your public page fixes that, and it is off until you turn it on. Publishing a scenario has never published you. When you switch the page on you choose what appears: a portrait, a few lines about the kind of mysteries you write, and one link of your own. Your scenarios are listed automatically, and so are the accounts Organizers have written about evenings they ran with them, which is the most persuasive thing on the page because you did not write it.

You also get somewhere to write. A post can be about how you built a case, the real place that gave you the idea, or what happened the first time strangers played it. Each post gets its own address that search engines can read, and it can point at the scenario it is about, so a reader who liked the writing is one click from the story. Posts are drafts until you press Publish, and un-publishing takes one back down again.

One thing to know before you start: your username becomes your page name and its web address, and the address cannot be changed afterwards. Set the username you want in your account settings first. Turning the page off later removes it and every post on it straight away.

Open your public page
When you get stuck
  • The help centre covers the questions that come up most, and is the fastest answer at two in the morning.
  • The contact page reaches a human when the answer is not there.
  • The bug report link in the footer comes straight to us with a screenshot attached, and is the right one when something is broken rather than confusing.

Every control in the Factory also carries its own help tip: the small question mark beside a label says what that field does and what it changes further down the line.

Go to the help centre

Part 5

Who buys it

The part that decides what is worth writing. Five families of buyer, the fifteen reasons one of them says yes, and how your organizer makes their money back, which is what your price has to leave room for. The Organizer's handbook covers the same market from the other side of the table: who to call and what to say.

Who runs these evenings

Five families, and they buy for different reasons. Knowing which one you are writing for changes the setting, the length, the tone and the price.

  • Places that want people to come, and to stay longer. Tourist boards turning passers-by into players, museums, monuments and châteaux, zoos, aquariums and science centres, nature parks, reserves and botanical gardens, libraries, shopping centres and high-street traders, hotels, campsites and holiday villages, wineries and farms, stations and airports.
  • Organisations that want their people together. Works councils and staff associations, HR seminars and team building, onboarding for new starters, event agencies reselling under their own name, trade shows drawing traffic to a stand, recruitment fairs and employer brand.
  • Organisations that want to say something. Schools playing the curriculum instead of reciting it, universities building a cohort in freshers' week, associations and NGOs making awareness stick, local authorities running public-health and road-safety campaigns, festivals spreading the crowd across a whole site.
  • People who just want an evening. Public meetups where strangers end up talking, birthdays and private parties, bars, restaurants and escape-room operators, sports clubs and associations.
  • Places that care for people. Hospitals, paediatric wards and long-stay units, retirement and care homes keeping memory and conversation alive, day centres and rehabilitation services, disability and special-education services.
A scenario written for a museum and one written for a works council are not the same length, the same tone, or the same price.
What an evening actually creates

Money is the obvious one, and it is rarely the reason a school or a town says yes. A scenario is usually bought for one of these, and the offers that land name which.

  • Direct revenue, from tickets or a licence.
  • Footfall at a time you choose: off-season, midweek, in the evening.
  • Dwell time: two hours instead of twenty minutes, because the story is not finished.
  • A brand message people played through rather than scrolled past.
  • Local history learned because it was needed to solve something.
  • Ecological awareness, when the evidence is the ecosystem.
  • Civic values carried by the plot rather than announced.
  • Team cohesion, out of two hours of relying on each other.
  • Learning that was used rather than memorised.
  • Loyalty: a reason to come back with different people.
  • Press and social coverage worth photographing.
  • A museum that felt intimidating becoming a place you can play in.
  • Street life: squares and shops used by the people who live there.
  • An employer remembered for how it thinks.
  • Strangers who talked because the game required it.
What your organizer earns, and what that means for your price

An organizer licenses your scenario and then makes the money back in one of three shapes. Your price has to leave room for whichever one they are in.

  • A ticketed public evening is volume: a few dozen players at a modest price each, run again and again.
  • A corporate or institutional booking is one invoice at a much higher figure, bought for cohesion or for a message rather than per head.
  • A season licence is a venue running it for months, and it is the shape that pays you repeatedly for work you did once.
Price against what the organizer can charge for it, not against the hours you spent writing it.

You keep most of every licence; the rest covers hosting, AI, upkeep and the platform licence. The live split is on the pricing page and in your own marketplace, where you set the figure.

Open your marketplace

That is the whole role

A paragraph of story in, a playable investigation out. The first one takes an afternoon.

Create your account