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How to Steal Like a DM: Turning Inspiration into Unforgettable Worlds

  • Writer: DM Nick
    DM Nick
  • Feb 11, 2025
  • 5 min read


There’s an old quote often attributed to T.S. Eliot: “Mediocre writers borrow. Great writers steal.” For Dungeon Masters, Matt Colville reworked this idea into something even more fitting: Good DMs borrow. Great DMs steal.

World-building as a Dungeon Master is an immense task, and one of the best tools in your arsenal is the ability to take inspiration from books, movies, mythology, poetry, and even history, and mold it into something uniquely your own. But how do you “steal” ideas without simply plagiarizing someone else’s work? The answer lies in adaptation, transformation, and integration.


Why “Stealing” Works

Stealing—when done correctly—is simply reinterpreting existing ideas in a fresh way. Great stories resonate with us because they contain timeless themes: betrayal, heroism, revenge, destiny. By taking inspiration from stories that have stood the test of time, you can inject your own campaigns with elements that feel familiar yet original.

The key is adaptation. If you lift an idea wholesale, your players (especially the well-read or movie-savvy ones) may recognize it immediately. However, if you modify the core concept, give it a unique twist, and embed it within your world’s lore, it will feel like a natural part of your setting rather than a direct copy.


How to “Steal” Without Plagiarizing

  1. Change the Context – Shift a concept from its original genre or setting. A villain inspired by Darth Vader doesn’t need to be a spacefaring tyrant—perhaps he’s a fallen paladin in your fantasy world, clad in black plate armor, wielding a cursed sword that whispers to him.

  2. Combine Multiple Influences – Instead of copying from one source, merge aspects of several inspirations to create something fresh. If you love The Lord of the Rings, Dark Souls, and The Witcher, mix elements of all three into a single setting, resulting in something unique.

  3. Invert Expectations – Take a well-known trope and subvert it. Maybe your “chosen one” prophecy is a lie, or the villain everyone fears is actually trying to save the world in a way no one understands. For instance, imagine a king prophesied to destroy his own empire—only for the players to uncover that the empire's destruction is necessary to prevent a greater catastrophe.

  4. Make It Personal – Tailor elements to fit your world’s lore, geography, and history. If you borrow the structure of a famous war from history, make sure its causes and consequences feel unique to your setting.


A Real Example: The Myth of Creation in Asterin

To illustrate how this works in practice, here’s a real example from my own homebrew setting, Asterin.

The Myth of Creation in Asterin centers around the creator god Austrautixen, who fled from his home world as it was being destroyed. Using the last of his power, Austrautixen created the Suuritisser, a massive prophecy detailing the blueprint for a world yet to be made. He then created the Amaranthine, divine entities (but notably not gods) tasked with bringing this vision to life. While Austrautixen rested in the Timeless Halls, the Amaranthine followed the prophecy’s design—except for one: Malmagor.

Malmagor, the most powerful of the Amaranthine, actively opposed the Suuritisser’s plan. When Austrautixen saw this, he stripped Malmagor of his ability to create life. Furious, Malmagor waged three wars against the Amaranthine, during which he:

  • Unleashed aberrations from the Outer Planes upon Asterin.

  • Corrupted mortal races into beings collectively known as the Tainted.

  • Brought about the death of the other Amaranthine before he was ultimately slain by mortal hands.

If this sounds familiar, that’s because it’s nearly a one-to-one adaptation of J.R.R. Tolkien’s Ainulindalë, the creation myth from The Silmarillion. The concept of a creator figure, divine servants tasked with world-building, and a rebellious figure who disrupts the plan are all present in Tolkien’s work. However, by changing names, shifting power dynamics, and adding unique consequences, Asterin’s creation myth becomes its own thing while still drawing inspiration from a beloved source.


The First War - Asterin History
The First War - Asterin History

DM Case Studies: How Other DMs Steal

Even professional Dungeon Masters steal ideas from existing works. Here are a few examples:

  • Matt Mercer (Critical Role): The Legend of Vox Machina and Mighty Nein campaigns draw from classic fantasy, anime, and even real-world history, weaving them together into something unique.

  • Matt Colville: Frequently discusses using history and literature as a foundation for his worlds, reworking them to fit new narratives.

  • Chris Perkins (D&D Designer & DM): Infuses elements of Lovecraftian horror, classic fantasy, and even pop culture into his campaigns, keeping players engaged with unexpected twists.


Each of these DMs doesn’t just copy—they transform ideas into something that fits their unique worlds.


Other Sources to Steal From

If you want to apply this concept to your own campaign, here are some excellent sources of inspiration:

  • Mythology: Norse, Greek, Egyptian, and other mythologies are full of gods, heroes, and tragic tales that can be repurposed into fantasy settings.

  • Historical Events: Wars, betrayals, political intrigue, and revolutions make excellent campaign backdrops.

  • Classic Literature: Shakespearean tragedies, Gothic horror, and epic poetry contain themes that fit perfectly into fantasy settings.

  • Modern Media: Video games, anime, and movies often introduce unique twists on classic archetypes.

For example, if you love Berserk, you might introduce a ruthless mercenary band that slowly succumbs to corruption. If The Count of Monte Cristo intrigues you, consider crafting a villain motivated purely by revenge, with a long and intricate scheme to bring the party down.


And of course, as always, get Feedback

The best way to know if your world-building is working is to listen to your players. Pay attention to what elements they engage with the most, what storylines excite them, and what themes resonate. If a subplot you adapted from a classic novel is getting players invested, lean into it. If something feels forced or uninteresting, don’t be afraid to pivot.

Encourage your players to share their thoughts—both during and after sessions. Ask them what aspects of the setting feel the most alive and if there are any details they want to explore further. A great DM doesn’t just steal from existing stories; they also take inspiration from their players’ reactions.


Conclusion

There’s no shame in taking inspiration from existing works; in fact, some of the best DMs do it constantly. The key is to adapt, reshape, and integrate these ideas in a way that makes them feel unique to your world.

So don’t hesitate—steal, transform, and make the stories you love your own. Your players will never know, and even if they do, they’ll respect how you’ve made something familiar into something unforgettable.

Now go forth and steal like a great DM!


 
 
 

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