void GenerateCharacters(Gender charGender)
 {
     Data.NonPlayerCharacter newCharacter;
     for (int i = 0; i < characterIDs.Count; i++)
     {
         newCharacter = new Data.NonPlayerCharacter(characterIDs[i], GenerateName(), charGender);
         CharacterDatabase.AddCharacter(newCharacter);
     }
 }
 //make independent loops for both PC and NPC object lists
 //might not need to return anything?
 void GeneratePlayerCharacter(string playerID, string playerName, Gender playerGender)
 {
     Transfer.Data.PlayerCharacter newPlayer = new Transfer.Data.PlayerCharacter(playerID, playerName, playerGender);
     CharacterDatabase.AddCharacter(newPlayer);
     for (int i = 0; i < characterIDs.Count; i++)
     {
         if (characterIDs[i] == playerID)
         {
             characterIDs.Remove(characterIDs[i]);
         }
     }
 }