By Bronze Age, I mean the Bronze Age of Comics, which largely conicides with the 1970s. Any readers of this blog will know that's an era I have some affection for--particularly its fantasy comics. These comics (particularly when original to the comics medium and not adaptation) present a flavor of fantasy distinct from other fantasy genres or media.
I feel like this sort of fantasy would make for a good game, and I don't think that's really been done. Warriors & Warlocks supposedly set up to do this, but that supplement really winds up adapting a wider range of fantasy to the Mutant & Mastermind system. I've been trying to think of the elements/tropes of this sort of thing:
1. Very much a “Points of Light” thing with large stretches of wilderness and clusters of civilization.
2. Cities tend to look more fantastic ancient world/Arabian Knights/Cecil de Mile spectacle than grotty Medieval
3. Above ground ruins and natural obstacles as more common adventure locales than underground “dungeons”
4. Fantastic terrain is more common (because it makes more good visuals)
5. Magic-users generally fall into 1 of three categories: 1) almost god-like patrons (who maybe secretly be of Type 2); 2) villains; 3)bumbling, sometimes comedic helpers, makers of anachronistic references
6. Magic tends to be visual and flashy.
7. Elves and dwarves (or Elfs and Dwarfs, more likely) are more Disney and Keebler than Tolkien. They are less powerful than humans and perhaps comedy relief.
8. Beings that stand between humans and gods (like Tolkien elves) are either extremely rare, degenerate, or both.
9. Monsters tend to be unique or very uncommon (even if of a recognized “type”). There are seldom nonhuman territories. More fairytale naturalism than Gygaxian naturalism.
10. Magic items are rare and tend to be unique.
11. Frequent faux-Lovecraftian references, but virtually no cosmicism.
12. Sometimes, there's a Moorcockian as filtered through Starlin sense of cosmic struggle.
13. Armor is as a signifier of profession/role (soldier) or intention (the hero goes to war) rather than actual protection.
This is not an exhaustive list, I'm sure, and it bears some overlap with pulp fantasy/sword & sorcery and fantasy/sword & sandal films that influenced it, and rpg fantasy that arose around the same time, but I think it has elements on emphasis distinct from those forms.