anchor.diff:  
   }
   
  -void session0(){
  +void session0(Session session){
   	for(int i = 0; i<12; i++){
   		var player;
   		var guardian;
  -		if(i>curSessionGlobalVar.players.length){
  +		if(i>session.players.length){
   			//;
  -			player = blankPlayerNoDerived(curSessionGlobalVar);
  -			guardian = blankPlayerNoDerived(curSessionGlobalVar);
  +			player = blankPlayerNoDerived(session);
  +			guardian = blankPlayerNoDerived(session);
   			player.guardian = guardian;
   			guardian.guardian = player;
   			player.initialize();
               guardian.initialize();
  -			curSessionGlobalVar.players.add(player);
  -		}
  -	}
  -
  -	aradiaQuest();
  -	for(num i = 0; i<curSessionGlobalVar.players.length;i++){
  -		Player player = curSessionGlobalVar.players[i];
  +			session.players.add(player);
  +		}
  +	}
  +
  +	aradiaQuest(session);
  +	for(num i = 0; i<session.players.length;i++){
  +		Player player = session.players[i];
   		Player  guardian = player.guardian;
   		player.relationships = [];
   		guardian.relationships = [];
  -		List<Player> guardians = getGuardiansForPlayers(curSessionGlobalVar.players);
  +		List<Player> guardians = getGuardiansForPlayers(session.players);
   		guardian.generateRelationships(guardians);
  -		player.generateRelationships(curSessionGlobalVar.players);
  +		player.generateRelationships(session.players);
   		player.mylevels = getLevelArray(player);
   		guardian.mylevels = getLevelArray(guardian);
   	}
  
positive.code: 		f.desc = " All allies just settle their shit for a little while. Cool it. ";
  		player.fraymotifs.add(f);
  	}else if(index == 1){
  		player.moon = curSessionGlobalVar.prospit;
  		player.aspect = Aspects.MIND;
  		player.land = player.spawnLand();
  		player.land.name = "Land of Thought and Flow";
  
negative.code: import "../SBURBSim.dart";
  import '../navbar.dart';
  
  void bardQuestMode(Session session){
  	if(window.confirm("Behold the Majesty of the CodTier? Y/N")){
  		bardQuest = true;
  	}else{
  		window.alert("But thou must!");
  		bardQuestMode(session);
  	}
  
  }
  