Who's to say that evil isn't a substance? Or at least, couldn't be? It seems perfectly reasonable to write a story in which that map and the territory are not wholly distinct (and of course, even in the real world, maps are ultimately made of atoms...)
The real problem with much of the modern Extruded Fantasy Product is that it doesn't deal creatively with the implications of its own claims and genre tropes. They allow evil to be a substance, but then use that to justify certain patterns of storytelling rather than actually treating evil like a substance. If you are dissatisfied with that, then you might enjoy fantasy roleplaying games like D&D, where you can construct your own narratives around the assumptions of a fantasy setting.
For example, you might have a village that casts 'detect evil' spells on every newborn infant, and kills all evil babies through exposure- thus creating a harmonious society of only good people. Or a whole metropolis of extremely weak gods that exist by enforcing a quota of five believers per god, and explore the interpersonal relationships between the weak gods and their private family of believers. Perhaps a whodunit, in which the players must track down a murderer who is spreading atheism.
To be frank I found D&D's alignment system too unrealistically moralistic, the good/evil angle. (Somehow I had this feeling that when New England Puritans turn halfways atheist, that is what results in this Drizzt Do'Urden type strictly moralistic TSR-fantasy.) There is a Hungarian more-or-less-D&D-clone RPG called M.A.G.U.S. (made when TSR rejected the request to allow translating 2nd ed) which kept law/chaos but replaced good/evil with life/death. Having a life alignment means both enjoying life and respecting the lives of others, basically not b...
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