
>What I'd like to know is some ideas for helping players track the >kidnapper. depending on the child, motive might point to a culprit, then it's focusing on where that person might hole up. witnesses of the abduction might have noticed something in the disguise that points to a location. smells in particular can be evocative and hard to mask (smoke, sea salt, movie theater butter-flavored topping) of possible interest: instead of a dark dank room, an elaborately decorated chamber which ties into the rationale for the kidnapping but is dichotomous from the location (circus tent in an abandoned warehouse, brightly painted nursery in a burned-out ruin of a house) ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/