I think I do pretty well with this. I use Forgotten Realms (my Thursday group knew FR and wanted to play in FR but otherwise, I had been using Golarion) in my group. The problem with FR is that it’s not a fantasy world. Most game worlds I know of, aren’t. Exalted’s is the one exception but would love to know if there are more. I say that because FR has deities for different domains (battle, darkness, agriculture, rivers, death) but what you said isn’t followed. Maybe a few novels did this but most didn’t, IIRC. Further, it was created with strong themes of good and evil, so gods are good and evil, which I don’t like. That’s not to say that I don’t have some gods seem evil but I’m trying not to make it Evil. In other words, they can pray to Besheba to ward off bad luck as well as pray to Tymora for good luck.
I think I have created the idea of mystery religions, albeit inadvertently. They may see a follower of Auril do something that in the moment seems bad but could turn good later. Shar is a better example. Darkness and loss are scary and so Shar is seen as scary. I’m fine with that but don’t want her to be evil. Maybe you want to feel someone’s presence in that darkness, so you pray to Shar. Or maybe you are so overcome with grief due to loss, you want to forget. Those can have many different outcomes.
The other thing missing is that gods were used to explain how things worked. The river spirit or deity moved the river the way they did because they wanted to. Or maybe the ocean god had all river gods under them and told them all to join back to them. I have not seen a DND adventure based on a god not following their domains. I have not seen Eldath stop rivers from flowing because they are bored, flooded them because they are sad, or dried them up because they are angry. I think we have lost a lot of opportunities in stories due to this missing.
Very early in my gaming, the group wanted to eat a dragon they killed to gain benefits of the dragon. I was too young to use it to better advantage but that idea has been with me almost my entire gaming career. That’s how I thought about gaining powers by consuming something.
As for demons, given the vastness of the material plane, my recent idea is that demons are only interested in worlds that called them. I haven’t set it in stone that Netheril in this timeline ended due to the phaerimm. I’m toying with the idea that there is a group, or groups, that were envious of what the high netherese had and turned to demon/devil/fiend to gain power. That eventually led to netheril’s downfall. It also explains sorcerer bloodlines, tiefling heritage, and other things that are part of FR. It also got the demons/devils/fiends attention.
I have setup the possibility of the Blood Wars coming to (my) FR. (Do I need to say that this is my version of FR? I don’t run standard FR because I got rid of cyric and the ToT and usually start campaigns at either 1357 (grey box) or 1372 (3E campaign setting) when I restart it.) They have met demons and devils in previous campaigns, who have offered deals, sometimes sealed with their blood. What can it give them? Well, depends what they bargain for. Darkvision, night vision, strength, agility, a spell, or whatever we decide fits the moment with the character. One of the things I like is the idea that powerful entities can do huge things, even good things, as part of a bargain or agreement. I have done this with good as well, having an aasimar in a campaign. In those cases, it’s not that they ask for a bargain but for a promise.
I decided to give players really good deals when dealing with demons or devils. Demons and devils play the long game, at least those willing to make a deal. Maybe their grandchild is the one that gets the backlash from their deal, which comes up in later campaigns. It also makes it more tempting to take the deal. What I’m still working on is how a deal with the fey v outer planar will differ.
I also expanded what could be affected by rogues with sneak attack. I allowed all but oozes, plants, and specific elementals, mainly air. Given that rogues can disarm magical traps, regardless of their magical ability (class, sub class, prestige class, dual class, multi class), I have rogues understand magic instinctually, such that they could sneak attack all but creatures with no organs.
PF1 has Aeons, Elemental, incorporeal, oozes, Swarms, and Proteans immune to sneak attack. DND 3.5 had undead, constructs, oozes, plants, and incorporeal creatures immune to sneak attack. I don’t think anything in PF2 has immunity to sneak attack or precision damage but they might have resistances to a type of damage.
I have had all sorts of evil and Evil things redeemed by the players and make it last so they know their actions have lasting effects.
I also think that Golarion has gone all in on the sins and their good side and how to redeem some things. I liked that remastered PF2 Core doesn’t have alignments. There are some traits, like Unholy, defined by giving into sin. There are things that have “bad” traits or are called irredeemable. There is no alignment, though.
Thanks for the discussion!