Dr. Awkward said:
There is a significant difference between:
"Deities? I can't be bothered to think about that."
and
"Deities? I expect the players to collaborate with me to develop them so that we have a pantheon that suits all of us."
Right, because deities as a central part of a campaign is an obligatory aspect of D&D. If your campaign doesn't deal with religions in a meaningful way,
you're playing wrong. Stop playing
now before you sin again.
The last campaign I ran was a war campaign using a lot of Heroes of Battle material. The only religious character we had in the party was a Favored Soul who wasn't particularly religious- he was just a devotee of healing the injured amongst his people, who had been blessed by some unknown god so that he could excel in his life's work.
Religion was not involved in any meaningful way at any point. Presumably it was there, and if a player had inquired into the subject I would have come up with something, but why should I bother in advance? I didn't stat out the king of the PC's kingdom because they weren't likely to fight him. I never mapped out the streets of the capital city because the only thing that mattered was the walls.
Why should deities be any different?
The important parts of my campaign (important as in the players would encounter them) were things like military ranks, militant orders, and the politics amongst the nobles who comprised the king's army. Unimportant parts were things like the religious pantheon of the major humanoid races of the world. I won't criticize your campaign for not having a strictly defined military chain of command for the major armies of the world, and you can stop labeling my dismissal of unimportant aspects of
my campaign as wrongbadfun.
Or in short, until the gnomish fertility goddess becomes campaign-relevant, I'm not statting out her clerical order, and you can't make me.