...I've tried a couple times to get into Greyhawk, but as a setting it never really grabbed me. I am thinking that maybe it has to do with me not coming at it from the right angle. With Ghosts of the Saltmarsh out, I'd like to get excited about Greyhawk.
So far, I understand that Greyhawk was 1) the original DnD setting, 2) has a little bit of everything, 3) Somewhat low magic (though how you reconcile that with point 2 is interesting) and 4) has some science-fantasy elements kicking around the corners. Thats not enough to hang my hat on though, especially as I dont have nostalgia going for me.
Anyone willing to try a Greyhawk elevator pitch to sell the setting? What makes Greyhawk different and exciting?
Everything you said is accurate. My introduction to D&D was with the Greyhawk "setting" – though it was used more as a backdrop for adventuring.
I was young at that time, but looking back I feel it kinda fit the "middle fantasy" mold, more similar to books like
The Black Company or
The Witcher than Forgotten Realms.
I actually started a discussion on what constitutes "middle fantasy" here on ENWorld back in 2014:
http://www.enworld.org/forum/showthread.php?352870-What-is-quot-middle-fantasy-quot/page2
Greyhawk does depend on how the DM ran it, but my personal experience was that Greyhawk hit these points:
Magic prevalance (0) Magic is neither everyday nor is it exceedingly rare. So it's uncommon and there may be political restrictions to its use, popular superstitions against it, and other cultural elements that show it is part of the setting but the average person doesn't encounter it much and when they do it tends to be life-changing.
Magic power (0) The supernatural is neither vast nor minimal. Dragons, mighty spells, healing magic, and magic items would exist, but the more powerful stuff would be rare and capped off at a certain point, while the less powerful stuff would be perhaps uncommon. While the less powerful stuff wouldn't necessarily have a great story behind it, the more powerful stuff would have some important narrative.
Setting (0) Earth folklore and real-world cultural aspects are drawn upon without it actually being Earth or an earth facsimile. Something like "bog standard" magical medieval Europe-esque setting would fit here.
Scope (0) There are a mix of local/personal challenges and national/grand challenges, while things on the extreme ends (scraping silver just to get by & confronting gods in their realm) would not be the focus of action. Adventuring might be (mis)understood in a cultural context, but it would be a rare thing. So while there may be other adventurers out there in the world, either they don't cross paths with the protagonists or they play only a supporting role.