Used an ad James Raggi made as a base, added some stuff form Mythmere's Old School Primer, put some of my own spin in, and here you go...it looked a bit prettier in flier form, but this is the best I could do with the blog
Traditional Vintage Fantasy Role-Playing
“I know you desire to leave these valleys and make your mark on the world. I don’t know what you'll find. Many have attempted the dangerous trek over the mountains, and none have returned. They may be out there right now, fighting for power, or being thrown in a ditch to feed the worms. Perhaps it’s true that a new age is dawning. Whether it be forged by faith, steel, or magic is yet to be determined. Which race will rule is unclear. One thing is certain—the future will be forged in blood. Ancient powers, long lost mysteries, and tomes of lore must be pried from the horrors of ancient ruins. They will discovered by the bold, held by the strong, and wielded by the ambitious. The currency of power is blood---hopefully blood of your enemies and rivals.
THIS IS OLD SCHOOL
Old School is the excitement and the terror of exploring someplace new, strange, and dangerous. You’re not supposed to be there, and you'll only survive by your own skill and wits.
Old School is when the Game Master is not on your side. The system is not on your side. They are neutral and will just as soon kill your characters to death as watch them succeed and grow. You can fail---which makes success all the sweeter.
Old School is defeating challenges by realizing that player skill is far more important than what's on your character sheet.
Old School is a fantasy world, with all its perils, contradictions, and surprises: it’s not a “game setting” which somehow always produces challenges of just the right difficulty for the your level of experience. You have no “right” only to encounter monsters you can defeat, no “right” only to encounter traps you can disarm, no “right” to invoke a particular rule from the books, and no “right” to a die roll in every particular circumstance.
Old School is the freedom to try something crazy without worrying that it will screw up the plot, because the plot is something you create through your actions, and not an “adventure path” to follow through to its predetermined end. You are in charge of your own destiny, not the DM, in pure sandbox campaign style, and can do anything you want in the campaign world.
It's a game of ambition and power
NOT A GAME OF GOOD VERSUS EVIL.
NEW CAMPAIGN FORMING
(Players who like to min/max, use mini's on grids rather than narrative combat, who like to play goody-two-shoes type characters, who are rules lawyers, whose favorite alignment is chaotic-stupid and don't understand that actions have consequences, and those who lack ambition and the desire for power and glory, need not apply. )