![]() We personally review every order before processing. Changes are very easy to make and this is the time to get it right.ĭon't feel like you can't or shouldn't order online if you are unsure about parts or fitment. We will gladly talk you through any issues with the order and be ready with solutions to get you what you need as fast as you need it. The orders are then screened by a tech and if we have questions we will give you a call or email you. You can add them both and we will even recommend which is best for your application and remove the second option or add the one you think is best and drop us a note in the checkout to give you our feedback. If you are not sure which parts are the best fit for your car or stuck deciding between two options we can help you decide. If it means you don't need it or a more economical option is available we will let you know. Stay tuned.Our first priority is you getting the right parts that work best for your application. What's next? Undoubtedly more work in the realms of science fiction and fantasy. Director of Brand Marketing for for Trion Worlds, where he continues working in fantasy lands like ArcheAge, Defiance, RIFT, Trove.and probably more titles that he can't talk about. From there, the lure of Dungeons & Dragons called him to Boston where he served as director of product marketing for Dungeons & Dragons Online and The Lord of the Rings Online. From 2001 through much of 2006, Bastion produced gaming products under the d20 system trademark license (part of the Open Gaming License he worked on developing with Ryan Dancey, Cindi Rice, Keith Strohm, David Wise, and others while back at Wizards). ![]() When Hasbro bought Wizards and transferred licensing operations to their corporate offices in the Pawtucket, RI, Jim talked to some investors and started Bastion Press. As Director of Licensing, he worked with companies like Interplay and Bioware on titles like Baldur's Gate, Neverwinter Nights, Icewind Dale, and others. He also plotted out the revised Forgotten Realms campaign setting (along with folks like Ed Greenwood, Richard Baker, Sean Reynolds, Julia Martin, Steven Schend, and others) to match up with the new 3rd Edition Dungeons & Dragons game. ![]() While at Wizards of the Coast, Jim served as Brand Manager and Creative Director of both the D&D Worlds (Forgotten Realms, Dragonlance, Dark Sun, and others) and the science fiction 'experiment' known as Alternity. From there, Jim was ultimately hired full-time by TSR and moved to Lake Geneva, WI, where he went on to edit and design a number of products at both TSR and, ultimately, Wizards of the Coast. Shortly after returning to Wyoming, Bruce called him and gave him some 'emergency freelance work,' which was just a polite way of saying it needed to be done yesterday. While attending Gen Con in 1991, Jim availed himself on Bruce Heard (who was in charge of assigning freelance work for TSR). Since those glorious frozen days of yesteryear, Jim graduated high school (Go Camels!) and received degrees in both English and Business. While he couldn't do much about the winds, he did run an extension cord from the garage to his truck, allowing him to plug in a portable heater to keep from freezing to death. It was about 20-below outside, and the wild Wyoming winds were rocking the truck like a rowboat in the North Atlantic. Jim Butler knew he was hooked on Dungeons & Dragons the first time he sat in his pickup truck in 1983 writing adventures and world materials for his gaming group.
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