D&D is interesting in that it hardcodes the bourgeois narrative into its rules: the plucky young person goes out into the world, and through grit and calculated risk, grows and grows in power as if it were the natural sort of way a human being matures. The victims here are dehumanized, desubjectified, monstrous depictions of foreign cultures, &c. (When it isn't covered up in this way, the violence inherent in the system becomes apparent: remember that shock you felt, first seeing the XP value listed for "child?")
When the PCs aren't involved in simple piracy, the narrative defaults to the Jack Bauer one: the status quo is basically good but defenseless, and needs violent elites to shepherd it. (In which case power returns, again, as simply a natural reward of the heroes' efforts.) There are campaigns where this is partially reversed - "the status quo is bad" - but the implication is still that violent elite cadres are necessary to set things right, so the D&D rules make it Leninist at best. Exalted is probably Leninist by default in this sense, when it isn't being (very self-consiously) Nietzschean, Randian, fascistic, nihilistic, and so on.