Organizer handbook
Everything an Organizer can do on ImmA
You have a venue, a date and an audience. ImmA gives you a finished investigation to run in your own streets or rooms: a QR kit to print, characters who talk to your players by themselves, and a live Mission Control that shows you every team while the game is on. Nothing to write, nothing for your players to install. This handbook walks through the whole role in the order you will meet it.
Organizer handbook
Everything an Organizer can do on ImmA
You have a venue, a date and an audience. ImmA gives you a finished investigation to run in your own streets or rooms: a QR kit to print, characters who talk to your players by themselves, and a live Mission Control that shows you every team while the game is on. Nothing to write, nothing for your players to install. This handbook walks through the whole role in the order you will meet it.
What is in this handbook
- Part 1Start here: what the role is
- Part 2Getting a scenario to run
- Part 3Preparing the event
- Part 4Running it live: Mission Control
- Part 5After the event
- Part 6Who to sell an evening to
Part 1
Start here: what the role is
Three short chapters before anything practical: what an Organizer actually does on the day, why a venue takes this on, and what the first week looks like. If you read only one part, read this one.
What an Organizer is
An Organizer runs the event. An Architect wrote the mystery; you decide where and when it is played, you set the place up, and you are the one in the room while it happens.
In practice the evening splits into three jobs, and ImmA does most of two of them:
- Before. Print the QR kit, put each code at its physical spot, walk the venue once to pin every location to its real coordinates, and open a session players can register to.
- During. Watch Mission Control. The characters answer your players by themselves, the points and the clues are handled for you, and your job is to keep the room moving: a nudge to a stuck team, a broadcast when the pace drops, a hint code when it really drops.
- After. Read what happened, and publish the good bits.
You need a venue, a printer and one screen. Your players need a phone and nothing installed: they scan a QR code and they are in.
Why a venue takes this on
- Nothing to write. The hardest part of an investigation is the mystery itself, and it is already finished before you license it.
- It runs on your own place. A museum, a village centre, a hotel, an office floor, a stretch of coast: the scenario is built around a kind of location, not a fixed one.
- One person can run it. The characters are AI actors, so you are not casting and rehearsing eight performers for a Saturday.
- It repeats. The same licence, the same kit, the same setup, run again next month for a new group with none of the preparation done twice.
- Several ways to make money: tickets to your own event, reselling licences in your city, or charging a place-owner for a paid stop on the route.
What is left is the part only you can do: being good at the room.
How to start, honestly
- Create an account and pick the Organizer role. The Organizer Portal opens straight away and costs nothing to look around.
- Find a scenario that fits your place. Filter the catalogue by the kind of location, the group size and the length, then read the scenario page as an organizer rather than a player.
- Request the licence. You choose a package and a duration, send the request, and the ImmA team confirms availability within 48 hours.
- Do a dry run in Preview. Play your own scenario as a player, in a sandbox that touches no real data. This is the step people skip and regret.
- Set the venue up, following the checklist on the Setup tab: print, place, pin, open a session.
- Run it, with Mission Control open.
The first event takes about an hour of setup. The second one at the same venue is quicker still, because the codes are already placed and the coordinates are already pinned.
Part 2
Getting a scenario to run
You do not write the mystery, you license one that is already finished. This part covers finding the right investigation in the catalogue, requesting the licence and its packages, and commissioning something custom when nothing in the catalogue fits your venue.
Finding the right investigation
The catalogue is the public list of everything Architects have published, and it is worth reading with your own venue in mind rather than as a story:
- The kind of place it needs. A scenario written for one building will not stretch across a village, and one written across a village will not compress into a room.
- Group size and duration. Both are set by the Architect and both are honest: a two-hour scenario has two hours of things to do in it, not one hour spread thin.
- Audience and difficulty. The same premise reads very differently for a family afternoon and a corporate evening, and the Architect chose one.
- Language. Scenario content is translated for your players, so a French team can play a scenario written in English.
If nothing fits, that is what a custom commission is for, two chapters down.
Licensing it for your event
A licence is your right to run one scenario, and you request it from the Portal rather than buying it off a shelf, because dates and exclusivity have to be checked against other organizers.
- Pick a package. Each Architect offers their own: the scenario licence alone, or bundled with organizer training, a physical kit, event-day support, a social campaign, a public listing, press coverage or custom branding.
- Pick a duration. Licences are sold by the day, so a single evening and a whole season cost different things.
- Fill in the billing details once: company, VAT, contact, address, and how you want to pay (invoice, SEPA, card, or an online Stripe link).
- Send it. The ImmA team reviews the request and confirms availability within 48 hours.
Your licences then live in one list with their status and validity dates, and each active one has a button straight into its Mission Control.
Commissioning something custom
When the catalogue has nothing for your venue, you can ask an Architect to write for it. This is a conversation, not a checkout:
- Describe the event: what you want, your preferred date or that dates are flexible, the city or the venue, how many players you expect, and a phone number if you would rather be called.
- Talk it through. Requests are a thread, so the Architect can ask the questions that decide whether the idea works before anyone commits.
- Ask about an existing scenario too. The same channel reaches the Architect of any scenario in the catalogue, which is the right place for "will this work in a museum with no phone signal?"
Nothing is charged while a request is open, and you can withdraw one at any time.
Part 3
Preparing the event
The work that happens before anyone arrives: printing and placing the QR codes, pinning every location to its real coordinates on site, opening the session players register to, and playing the whole thing yourself in a sandbox first.
Setting the venue up
The Setup tab is a three-step checklist, and it is the whole of the preparation:
- Print and place every QR code. The QR Kit tab gives you one token per location. Print them, and put each one at its physical spot.
- Set each location's real GPS on site. Stand at the spot and capture the coordinates, or type them in by hand. Do both indoors and between tall buildings, where a phone's fix is often wrong.
- Share the Entry QR with the house rules. This is the one players scan to join. Print it large at the entrance with the four rules beside it.
Hidden objects are the part no checklist can do for you. Some clues are stashed physical props, and the Architect wrote a hiding instruction for each one. Read those before the doors open, not while the first team is already searching.
Playing it yourself first
Every scenario has a Preview mode: the full player experience, in a sandbox. Scans, interrogations and every point spent are written to a preview ledger and touch no real scenario state, and you can wipe that ledger and start over as many times as you like.
It is worth an hour of your time before the first event, because it is the only way to find the things that read perfectly in a listing and fail in a street: a code taped somewhere a phone camera cannot reach it, a location whose description assumes a door that is locked at weekends, a walk between two stops that is longer than the pacing expects.
Part 4
Running it live: Mission Control
The evening itself. Mission Control is one screen with fifteen tabs, usable from a laptop at a desk or a phone in your pocket, and this part walks through every one of them in the order of the tab bar.
Mission Control, tab by tab
Mission Control is the screen you keep open during the event. It works on a laptop at a desk and on the phone in your pocket, and every tab below is live: you are watching the game happen, not refreshing a report.
Two things are worth knowing before the tour:
- Some tabs are organizer-only. Switch to Preview and the operational ones disappear, because in Preview you are a player, not the organizer.
- You can intervene without breaking anything. Broadcasting an event, nudging a group as the Companion or changing the points multiplier are all designed to be used mid-game. None of them rewrites the scenario.
Overview
The board you leave on screen. How many groups are playing, how many players that is, how much of the map has been discovered, and how much of the points they have earned they have actually spent.
What you can do here
- See the event at a glance, without clicking into anything.
- Read the spend ratio, which is the earliest warning that a group is hoarding points instead of using them.
- Watch discovery climb. A flat discovery line an hour in means a team is stuck somewhere you cannot see from the desk.
Live
The screen you keep open during the game: the venue map with every location on it and every player as a dot in their team's colour, beside a board of what each team has found and how long they have been quiet.
What you can do here
- Watch where the teams are, on the same map the scenario was built on rather than a second drawing of it.
- Spot the team that has stopped. Fifteen minutes of silence is flagged, and it is usually either a puzzle that is too hard or a code nobody can find.
- Read what each team holds: points left, clues found, places visited.
- Trust the gaps. A position is only drawn while it is fresh, so a team that has gone quiet leaves the map instead of being shown where it used to be.
Groups
Every team in the game: who they are, whether they are live or paused, and how many locations they have reached.
What you can do here
- See each team's progress side by side, which is how you notice one is far behind.
- Pause and resume a group, for a break, a problem, or a team that needs to leave early.
- Spot the team that has not moved and go find them before they give up.
AP Flow
Where the teams actually are and where the points are going: a live heatmap over the real map, with GPS positions when the scenario uses them.
What you can do here
- See the whole field at once instead of asking each team where they are.
- Find the cluster. Three teams at the same location usually means a bottleneck rather than a coincidence.
- Watch the points drain in real time, which tells you whether to loosen the economy before anyone runs dry.
Feed
The live interrogations. Every question your players ask a character, and every answer they get, as it happens.
What you can do here
- Read what teams are actually asking, which is the single most useful thing on this screen.
- Catch the misunderstanding early. A team questioning the wrong person for twenty minutes is visible here and nowhere else.
- Pick the moment to intervene, with the exact wording they used in front of you.
Setup
The pre-game checklist for ONE evening: put a date in, invite your players, get the QR kit, put the sheets up, set each location's real GPS on site, and scan one yourself. Most of it ticks itself as you work.
What you can do here
- Work down the list, with the action for each step on the step itself.
- Watch it tick as you go. Scheduling, inviting, printing, locating and scanning are all noticed for you; only 'the sheets are up' is yours to confirm, because only you can see the wall.
- Switch evening when you run the same game twice: each night has its own list, because each has its own venue and its own sheets.
- Expect it in your inbox. The reminder that arrives the day before says how many steps are still open and links straight back here.
QR Kit
Every location's code, ready to print. One token per place, copied out of here and into whatever you print with.
What you can do here
- Copy each token and generate the code you will print.
- Print and place them at the physical locations, which is step one of Setup.
- Reprint one when a code is damaged, without touching the rest of the kit.
Venues
Every real-world location and its coordinates. Two ways to set one: stand there and capture the device GPS, or type the coordinates by hand.
What you can do here
- Capture a location on site by standing at the spot and tapping.
- Type coordinates instead when the signal is poor, indoors or in narrow streets, where a phone's fix is often quietly wrong.
- Fix a location that is merely misplaced, not only the ones still unset.
- Sell a venue slot to the business that owns a stop on the route, with the fee and your payout recorded against the event.
Events
Flow control: the things you can push to the teams mid-game. An announcement, a redirect, or a clue drop.
What you can do here
- Broadcast an announcement to everyone, for a time check or a venue instruction.
- Redirect a team that has drifted somewhere the story does not go.
- Drop a clue when the room has genuinely stalled and a hint is not enough.
- See what you already sent, so you do not repeat yourself under pressure.
Sessions
Your real-world play sessions for this scenario: a date, a meeting point and a capacity. Groups and registrations attach to a session, which is what makes an event countable.
What you can do here
- Create a session with its date, meeting point and how many players it can take.
- Let it drive the reminders. Registered players get a reminder about a day before, and you get the roster brief.
- See a sold-out warning before you promise a place you do not have.
- Keep past sessions, which is how one venue's history builds up.
Economy
Live tuning of the points economy. A multiplier applied on top of the Architect's own balance, with easy, normal and hard presets and an endgame mode.
What you can do here
- Loosen the game when a group has run out of points with an hour still to play.
- Tighten it for a team that is finishing far too fast.
- Use a preset rather than a number, when you are deciding in ten seconds.
- Switch on endgame mode to bring the closing sequence forward.
Actors
The characters, and their state during this event. You can change what a character currently is, with a note explaining why.
What you can do here
- Change a character's state mid-game, when the story or the room has moved on.
- Leave the note, so the change is legible later instead of mysterious.
- Check who is reachable before sending a team to question somebody who is not.
Companion
Speak to one group in the voice of their Companion, the character who guides them. Write the line yourself, or have a draft written and edit it.
What you can do here
- Nudge a single team without announcing it to the room.
- Stay in character. The message arrives in their Companion chat, so it reads as part of the story rather than as the organizer breaking in.
- Draft it with AI when you need the right words faster than you can write them.
Timeline
Everything that has happened in the event, in order: scans, discoveries, clues found, triggers fired, points granted.
What you can do here
- Reconstruct what a team did, when someone tells you the game is broken.
- See the moment a chain fired, and whether the group noticed.
- Use it as the debrief material. The timeline is the story of the evening as it really went.
Analyzer
Compares every group's interrogations and surfaces the places where the same character told two teams different things.
What you can do here
- Run it during a break to see whether the characters have stayed consistent.
- Catch a contradiction before a player does, which is the difference between a twist and a complaint.
- Send what it finds to the Architect, since a real inconsistency is a scenario fix, not an event one.
Analytics
How the scenario actually played: which locations teams visited and at what rate, and how much they spent on each character.
What you can do here
- Find the location nobody went to, which is either a placement problem or a scenario one.
- See which character absorbed the budget, and whether that matched the story.
- Bring the numbers back to the Architect. A scenario improves fastest from real play data.
Part 5
After the event
What the evening leaves you: the numbers on how it actually played, the photos and moments worth publishing, the ways the event makes money, and where to write when something goes wrong.
Care homes, day centres and community groups
Not every audience is walking a city at night. In a care home or a day centre the same investigation runs seated, in one room, with no time pressure and no distance to cover: the QR codes go on the tables, a companion reads the answers aloud, and a session lasts as long as it lasts. The licence is exactly the one described above, and the pricing does not assume a paying audience, so ask us what fits rather than working from the public rates. If you run this kind of setting, say so when you request a scenario: architects can mark which of theirs suit it, and the ones that do are written to be gentle rather than tense.
How the event makes money
There are three revenue models and they are not exclusive:
- Sell tickets to your own event. You license the scenario, you keep what your players pay you.
- Resell licences in your city. Volume and reseller terms exist for agencies and destinations running the same investigation repeatedly.
- Sell a venue slot. A place on the route is worth something to the business that owns it. Sell the stop to the place-owner, and the fee and your payout are both recorded against the event.
Whichever you use, the price your client pays is the whole price: ImmA's platform fee is a share of it and is never added on top, and every offer shows the split before anyone signs.
How the money reaches you. ImmA is merchant of record: the client pays ImmA, and ImmA holds your share until you take it out. Before the first transfer you register the account it goes to, once, in Payouts. A small verification amount is sent to it and you type the figure back, which proves the account is yours rather than merely a valid one, and then your balance is either transferred when you ask or raised for you by the monthly run.
Publishing what happened
An event that went well is next season's marketing, and the platform has a place for it. From Mission Control you can submit the event as a Story: a title, a one-line teaser, the write-up and a cover photo. The ImmA team reviews it, and published stories appear on the public Stories page with your venue named.
Consent is explicit rather than assumed: you confirm that the people in the photographs agreed to them being published, and that confirmation is part of the submission.
ImmA does not fill your event. There is no listing service, no ad spend and no press push from us: a Story is free publicity when it is published, and the public catalogue is where people browse, but the audience for your evening is yours to find. That is the trade the margin pays for.
When you get stuck
- The help centre covers the questions that come up most, and is the fastest answer the night before an event.
- 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.
- The Architect of your scenario is reachable directly, through the same request thread you used to license it. For a question about the STORY rather than the platform, they are the better answer.
Paid event-day support is one of the packages an Architect can include, and it is worth asking about for a first event with a client watching.
Part 6
Who to sell an evening to
The Architect's handbook has this market from the writing side. This is the other half: who to call, what they are actually buying, and what to say when you do. You are not selling a game, you are selling the thing the game produces for them. The Architect's handbook covers the same buyers from the writing side, if you want to know how a scenario gets shaped for one of them.
Who books an evening
Five families, and the approach differs more than the price does. Knowing which one you are talking to changes the first sentence.
- Places that want people to come, and to stay longer. Tourist boards, museums, monuments and châteaux, zoos, aquariums and science centres, nature parks and botanical gardens, libraries, shopping centres, hotels and campsites, wineries and farms, stations and airports. They already have the venue and the footfall problem; you are selling them a reason to visit on a Tuesday.
- Organisations that want their people together. Works councils, 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. They have a budget line for this already, and it is bigger than a ticket price.
- Organisations that want to say something. Schools, universities in freshers' week, associations and NGOs, local authorities running public-health or road-safety campaigns, festivals spreading a crowd across a site. They are buying attention that sticks, and they will judge you on whether the message survives the game.
- People who just want an evening. Meetups, birthdays and private parties, bars, restaurants and escape-room operators, sports clubs. The shortest sale and the smallest invoice, and the one that fills a quiet week.
- Places that care for people. Hospitals and long-stay units, retirement and care homes, day centres and rehabilitation services, disability and special-education services. Seated, one room, no clock. Ask what fits rather than quoting a public rate.
The venue you already have decides which of these to call first. Start with the one whose problem your building is the answer to.
What they are actually buying
Money is what YOU get. It is rarely what THEY are buying, and naming the wrong one is how a good offer gets turned down.
- 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 message people played through rather than scrolled past.
- Local history learned because it was needed to solve something.
- Team cohesion, out of two hours of relying on each other.
- Loyalty: a reason to come back with different people.
- Press and social coverage worth photographing.
- A building that felt intimidating becoming a place you can play in.
- Strangers who talked because the game required it.
Say which one you are selling in the first two sentences, and let the price follow it rather than lead.
Making the offer
You are quoting an evening, not a licence. What it costs you to run is your business; what they are paying for is the result above.
- Price against the outcome, not the hours. A museum's late opening and a works council's team day are the same work to you and very different budgets to them.
- Bring a date, not a proposal. "The 14th, from seven, up to forty players" is a decision they can make; "we could organise something" is a conversation they postpone.
- Walk the venue first if you can. Half the sale is showing them their own building being used in a way they had not pictured.
- Say what you need from them: a room or a route, a printer, and someone who can open a door. It is a short list, and saying it early kills the fear that this is a production.
- Offer the second date while the first is still fresh. A venue that ran one evening well already has the codes placed and the coordinates pinned, which is why the second one takes about an hour to prepare.
If a venue wants an investigation written for their own building rather than one from the catalogue, that is a conversation with an Architect and it starts the same way: describe the place and the evening you want.
That is the whole role
A venue, a printer and one screen. The mystery is already written, and the characters run themselves.
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