In my experience it is helpful to adopt certain approaches/conceits found in 4 colour comics, and other fantasy also - namely, to avoid presenting issues which show, to contemporary sensibilities, the absurdities of the objective morality of (historical) knights and (imaginary) paladins.The world view of the knights which forms the basis of the Paladin archetype was absolutely based on duty, sacrifice, and objective morality. Capturing that archetype in play is absolutely about objective morality.
<snip>
our goals as players and Dungeon Masters should not be to solve moral questions, only to play an exciting game where the story involves fantasy morality.
For instance, present the peasants as suffering, disease-ridden, down-trodden etc and the question of why the paladin is off fighting troglodytes rather than healing all these sick comes right to the fore. Just as we might wonder why Storm spends her time fighting Arcade rather than helping crops grow by controlling the weather.
The solution I tend to adopt is to avoid too many of those narrations of real-world issues that trouble the morals of many contemporary people; while also framing the fantasy opposition such that overcoming it is important to solving problems for the rest of the world - eg the way to stop blights on the crops isn't to help with fungicides and the breeding of resistant varieties, but rather to go to the Abyss and kill Juiblex. Etc.