The old school settings initially presented in the Dungeons and Dragons oeuvre fit well within the conservative worldview (i.e., the one based on actual human interaction). Saint Gygax, blessed be his name, wisely recommended the DM plonk characters down into a vaguely medieval and largely feudal analog of Western Europe, but one in which the bonds that tie men together have begun to break down such that armed bandits haunt the roads and prowl the unpatrolled areas between them. Armed bandits are pretty much the only humans capable of surviving the creatures great and small and mythic and hungry that lair in the thickets outside the walls of civilization.
The characters start at the bottom of a brutal meritocracy, and have to fight, claw, and clever their way up the ladder of success. Some may start with an edge in the form of better stats or more gold, but the numbers largely even out, and play a much smaller role than player brains, planning, and the accurate assessment of risk. After setting out into the dangerous wilds, pushing back the dark (and returning with its gold), the characters returned to one of the points of light of a civilization built by men and kept safe from the hordes by high walls and strong arms.
Somewhere around the mid-80s, the shared understanding of the world started to shift. From a plausible faux-feudal European setting, the zeitgeist of the default culture became a faux-modern suburban thinking. Your characters didn’t serve a local lord or apprentice to a cranky old wizard, they were middle class blokes. Unlike the staid butcher or baker, their day job was going out and killing things. They wandered around, shopping at the local mall reskinned as a medieval bazaar, stayed in hotels reskinned as taverns and inns, and they started respecting other cultures – even those of the orcs and squid faced brain-eaters. The deep animosity between dwarves and elves mellowed into a friendly rivalry where each respected the other’s culture, alien as it might be.
It might seem odd to suggest that modelling your fantasy world on middle-class America is inconsistent with conservative principles. After all, a modern world reskinned in fantasy trapping gives the players more liberty and freedom to do what they will – it’s downright libertarian!
The problem with that line of thinking is the assumption that conservatives are free wheeling anarchists who reject all authority and responsibility. While they fight the ever encroaching control represented by one authority (the Federal government), they recognize the necessity for civil institutions in general. While they reject responsibilities thrust on them by cold and uncaring bureaucrats, they embrace the responsibilities chosen as a part of civic life, family life, and religious belief. Alternatively, conservatives understand that bad choices – crime, womanizing, and spitting in the face of authority – have real consequences.
“I should be able to do what I want, with no repercussions,” is a liberal mindset. “I have rights that carry responsibilities along with them,” is a conservative mindset. The former is a lazy and modern take on fantasy gaming. The latter is a more difficult and traditional take on fantasy gaming.