public static void Game_StartNewGame()
        {
            iInitializeGame = 0;
            Lists.ResetAllLists();

            Lists.PopulateNPCNameOptions();

            // Initialize variables for a NEW GAME.
            if (iInitializeGame == 0)
            {
                Initialize_NewGame();

                NPC_Traits.Assign_Traits(); // Must follow Initialize because that contains a method which erases the assigned traits.

                // Access save game to see if the player has discovered any secrets.
                SaveDocument.AccessData();

                iInitializeGame = 1;
            }
        }
 public static void Initialize_NewGame()
 {
     AccusationEncounters.Initialize_Accusation();
     Conversation.Initialize_Conversation();
     Flood.Initialize_Flood();
     // Lists.Initialize_Lists();
     LocationEncounters.Initialize_Locations();
     Map.Initialize_Map();
     Movement.Initialize_Movement();
     Notebook.Initialize_Notebook();
     NPC_AI.Initialize_AI_Variables();
     NPC_AI.Initialize_NPCs();
     NPC_Traits.Initialize_Traits();
     RandomEncounters.Initialize_Actors();
     RandomEncounters.Initialize_RandomEncounters();
     Search.Initialize_Search();
     TheBunny.Initialize_Bunny();
     Title.Initialize_TitleVars();
     Title.Initialize_Secrets();
     Variables.Initialize_MainVars();
 }