I've been arguing (ii) on these boards for 15-ish years - that play is best when
players decide what their PCs convictions and commitments demand of them (this is why I strongly disagree with
@Chaosmancer that the attitudes of the gods are the sole province of the GM).
This is a tangent of a tangent, but I feel like you have continually gotten the wrong impression of what I believe. Especially if you think I disagree with the idea that the players get to decide what their convictions are and what those commitments demand of them. I fully support that. I disagree that the player gets to dictate what the Gods think of their actions. And I think an anecdote will help express why I believe this. Bear with me for a bit of context
It was during 4e, around 2012/2013 because it was the last game I ran before DnD 5e came out and I switched full time to that system. One of my dear friends was playing a Dwarf Fighter in a sea-faring campaign. I do not remember the precise order of the two events I am about to recount, but I am choosing their order for how easily the second leads into the climax of the campaign.
One thing I will never forget that this player did was, one night when they were at THE major port city, he declared he was sneaking off and looking for a mob boss. We were wrapping downtime, this was completely random, so I had him roll, he succeeded well enough that I was like "sure, okay, you can get a meeting with this guy." Mob Boss proceeds to act... like a mob boss. The character was like level 7, this was 4e and an island ruled by a dragon, so this guy wasn't too impressed with the Dwarf. The Dwarf took offense to not being bowed to, and attacked the mob boss, shocking me, who had to hurriedly figure out this sudden fight. A fight the player was obviously losing, because he was in the center of this guy's sanctum. He wanted his allies to come help him, but I had to remind him... he had snuck off in the middle of the night, and was across town. No one knew this was happening. However, I have a soft spot for my players, and this guy was a good friend, who I figured had just had a bad day, so I improvised a way to keep his character alive.
I decided that this mob boss had made a sacred oath to Pelor not to kill anyone (or order their death) to save his son from a terrible disease. So, he had his guys drag the dwarf across town, strip him of his gear, and hang a sign around his neck saying "I have bad manners". Humiliating, but could have slit his throat. This player then marches back, grabs his allies and spare gear, and attacks the mob boss AGAIN for disrespecting him. And, when finding the Boss with his family,begins making threats. Threats to kill his wife and child in front of him for his disrespect to the dwarf. Threats to the point that, I as the DM, imagined how Pelor would react to this. An oath given and kept in good faith, was about to lead to the slaughter of innocents, because the Mob Boss knew if he broke his oath, Pelor had declared his son would die of that disease. And I realized it was so completely unfair to the Mob Boss who had done nothing wrong... that Pelor sent a sign declaring that the oath was considered fulfilled. Because this player went that far.
Another time, same player, they had come to a dark and creepy castle. There was a tiefling noble there, and a Duergar woman. The Duergar was sent to challenge the player on the perception of his clans, by offering the Duergar's side of the narrative that caused their ancient split. Good stuff. He was convinced that he wanted to woo and recruit her. Absolutely determined. Another player snuck around the castle, set off an alarm, freed a trapped demon, and the Baron and his guest thinking they had been betrayed, attacked the party. They put both him and the Duergar woman in the torture chamber to get information from later.
The Duergar, thinking "well, not much point in not agreeing to join him now" expected another plea for her to join the Dwarf. Instead, he proceeds to brutalize this NPC in a way that was borderline me calling quits. Throat punching her to shut her up, dragging her by the hair to a bottomless pit, and tossing her to her death. It was and still is to this day, one of the most shocking acts a player has ever done at my table. To the point where I was unable to be comfortable with his character getting away with this action without any consequences. So, she came back as a twisted warlock, whose sole goal was to kill him, stuff his soul in a bottle, and throw it overboard into the deepest ocean trench she could find.
In the climax of the campaign, the party was faced with the enemies that they had made along the way (assassin from the Mob Boss, the Duergar Warlock, the Demon, and a Pirate) and the party ended up splitting, with their own warlock betraying them. It was a technical TPK, and the Duergar procceeded to do exactly what she had set out to do. Putting the dwarf's soul in a bottle, and tossing him into the cold and darkness for all time, as he did to her.
Now, what does all of this have to do with the gods? Because the entire time through the epilogue, and for almost a week after the game ended, that player
insisted that Moradin would save his character's soul. That he was a good, honorable, powerful dwarven warrior and Moradin would never let him suffer that fate. That it would be only a matter of moments before he would have been freed and let into Dwarf Heaven for all the good work he did.
...
I love working with my players to make better stories. I love working with my players to find obscure gods, or create good-aligned cults that they can believe in and follow. If a player wants their character to believe something, I am more than happy to help them as best as I can. But I cannot give players the power to determine how their morality is seen by the universe. I cannot give them the ability to say "I may have done all these horrific things, but I'm sure my Lawful Good Patron just loves me, personally, so much, that they will reward me in spite of those things"
You may say that player was playing or arguing in bad faith. That may be so. I had another character in 4e who wanted to play the girlfriend of a God, I thought it was a fun idea... until she started insisting that the god would save her from any and all threats the party ever faced so she never needed to act or do anything.
Gods have too much power, too much authority, too much control. I cannot allow their actions to be dictated by a player, who could very well turn them to justifying their own actions. If a player wants to suggest "oh, this is the perfect thematic moment for a sign from my god" and I look at it and go "Dang, you're right. That would be awesome, let me think" then I'm fine with them offering suggestions. But Gods are NPCs with too much ability to give authority to players to act in bad ways. So just like I would never let a player tell me "The King will pardon my crimes" without a dang good reason, I will never let a player tell me "My God approves of my actions" without an equally good reason. You can believe they approve all you like, but their actual approval and actions are my purview.