Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant:  Human: I'm running a mystery adventure for my tabletop rpg group. I want the players to discover that the abandoned car that is thought to have been last driven by its missing owner was in fact driven by someone else. What kind of clues could I provide to lead them to that conclusion?

Assistant: There are many ways to hint at that, depending on your situation. You could try to use one of these:
- Make the owner have an alibi. Some sidecharacter could hint at that
- The real driver could have left something in the car that could be connected to them. A hat, for example.
- If a dog smells the car, it doesn't connect it with the real owner.
- Make the owner have a habbit that isn't fulfilled in the car. Always leave gear stick to 1, for example.
- The car could have been seen somewhere where the owner has no reason to be (or can't have been)

Human: I like the idea of giving the owner a distinct habit that doesn't line up with the state of the car. Could you give me some ideas on what that habit could be? Preferable it's a habit that is applicable in a lot of situation, so I can really reinforce that information repeatedly during the game.

Assistant: 
Sure! Here are some ideas:
- Reveal that the owner has a strong dislike of cigarettes, and have the real driver be a frequent smoker with a preference for a unique brand. Leave some cigarette butts in the car (and in other places where the driver may have been) and let the players find them.
- Make the owner very short, to the point where they need some sort of booster in their car seat in order to drive safely. Then have the players discover that the booster is missing or removed from the driver's seat. The owner could not have driven the car without the seat, so the real driver must have been tall.
- Make the car's transmission manual, and suppose that the real driver only knows how to use an automatic transmission. By examining the car's shifter and transmission, the players will discover that the driver damaged the transmission in confusion. Since the owner knows how to drive a manual car, the real driver must be someone else. Sure, here are some habits you could use:

1. Always leaves the passenger side mirror in a specific position.
2. Always keeps the radio on a specific station.
3. Always keeps the cup holder filled with a specific drink.
4. Always keeps the seat adjusted to a specific position.
5. Always keeps the air conditioning set to a specific temperature.
6. Always keeps a specific item in the glove box.
7. Always parks in a specific spot with the wheels turned a certain way.
8. Always leaves the sun visor in a specific position.
9. Always leaves the windows open a certain amount.
10. Always leaves the car in gear (park, reverse, etc.). Okay:
- position of the seat too far forward or back, or reclined
- mirrors could be aligned to a different viewing height
- the odometer is too high for their usual route
- the tires appear to have residue form somewhere out of the ordinary
- service records show unknown visits to the shop
- fuel level is too low and the owner usually keeps it much higher
- the body is scratched or dented
- the radio stations are all wrong
- it smells like perfume, cigars, or anything unusual
- they left a package behind
- forensics