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Dungeon Master Training Manual
From
By
Lawrence, Dungeon Master
Arizona Power Exchange
All rights reserved
Contents
Introduction and Purpose of this Manual
Objectives of Dungeon Master Training
Role and Functions of Dungeon Master
Dungeon Diplomacy
Protecting the Concepts of Safe, Sane, and Consensual
Equipment Review and Safety Check
Common Physical Injuries
First Aid
Common Psychological Problems
Understanding Dungeon Rules
Dungeon Master Guidelines
Ethics of 'On-Duty'
APEX Dungeon Rules
Introduction and Purpose of this Manual
This manual was written as both an introduction and a reference for
new Dungeon Masters – those special individuals willing to learn
about and accept the responsibilities of maintaining a safe, sane
and consensual environment for S/M play at the Arizona Power Exchange
(APEX) Dungeon. While it has been designed and developed for APEX
Dungeon Masters, it is hoped this manual may be of value to other
clubs in the Dominance and submission (D/s) or Bondage and Discipline,
Sado/Masochism (BDSM) lifestyle. If such be the case, then its readers
are welcome to use whatever this manual has to offer.
It is important to know this is
not
a book about the BDSM or S/M or D/s lifestyle, nor is it intended
to teach "how to play." Having said that, this book can be useful
as a guide to safe, sane, and consensual play. Again, it is not
intended as a substitute for some excellent instructional books
and videos on proper play techniques. For proper instruction in
these areas visit the APEX Dungeon and participate in our excellent
"Hands On Training" (HOT) programs conducted by Whip Master Bob.
Additional educational opportunities are offered through regular
APEX Monday Night meetings, where demos and discussion panels
provide outstanding discussions and support for all levels of
players.
The job of the Dungeon Master is an important one. The role is
necessary for maintaining the integrity of public BDSM play. It
is hoped that this will be a useful reference tool for novice as
well as experienced APEX Dungeon Masters.
As for terminology, consistent terms and phrases have been used
throughout. For example,
Dominant
instead of
Top
and
submissive
instead of
bottom.
The terms D/s and BDSM are used interchangeably. It is recognized
that some persons have a preference for D/s or S/M; however, no
bias is intended. Finally, every effort has been made to avoid
gender bias as well.
Special thanks are extended to Mickey T for getting me started
on this manual. Appreciation is also extended to Bert, Catrina,
Larry, Seth, and others on the APEX.
Objectives of Dungeon Master Training
Develop and maintain a cadre of prepared Dungeon Masters for APEX events;
To establish a network of concerned BDSM lifestylers willing to help
maintain a safe, sane and consensual D/s community;
To provide specialized learning opportunities for those who wish to
contribute to the community.
Role and Functions of Dungeon Master
You're the boss!
As Dungeon Master (DM),
you
are the one in charge of the dungeon during your shift. That
primarily includes enforcing the dungeon rules and keeping a
watchful eye on everything going on regarding play areas, safe
space, and the use of equipment. Other aspects of the dungeon are
secondary, including the observer gallery, doorways, music,
lighting, and temperature control. These things are peripheral
to the DM responsibility. Keep your main focus on "the play."
Let others know you are DM by wearing the orange vest and the tool
chain, which includes a pair of heavy shears and a small flashlight.
When beginning and ending a shift, it's a good idea to make sure the
scissors and flashlight are working. Don't wait until an emergency to
find out that the shears are broken or the flashlight needs new batteries!
As DM, you have two major functions:
-
Ensure the safety and security of players.
-
Preserve and protect the integrity of the dungeon and its environment.
Perhaps the best term to describe the job of the DM is "lifeguard."
As DM, it is important to ensure that active dungeon players are observing
APEX dungeon rules (see page 17). While not a cop, the DM on duty observes
both players and observers when they are in the play area. Your purpose is
to observe the action, the equipment, and the surroundings.
Volunteering for a shift
When you arrive for a party, let the Door person know you are a
certified Dungeon Master. A notation will be made next to your name
and you will be eligible to volunteer for a DM shift later that
evening. Shifts are typically 60 to 90 minutes; however, the length
of the shift will depend upon your own availability, how many other
DMs are available, and other related factors.
The DM Manager maintains a
Dungeon Master Log Book.
The Log Book contains a list of recently trained DMs and a record
of how many hours each DM has served at play parties. At the discretion
of the DM Manager, a free party voucher will be given for each four
hours of DM volunteer time. If your time record doesn't agree with
the Dungeon Master Manager, feel free to discuss it.
Dungeon Diplomacy
Dungeon parties:
The APEX dungeon hosts three kinds of parties: play parties,
social parties, and couples parties. APEX has different party
rules to accommodate the various members of our community. As
a minimum, all functions follow the posted dungeon rules,
Safe-Sane-Consensual behavior, "safe sex" practices,
and agreement to follow the direction of the Dungeon Master.
In all cases the door opens at 7:00 PM and play occurs until
midnight, or later if there is at least one key holder to lock
up. Consideration is being given to extending play time to 2:00AM,
as long as a certified Dungeon Master is on duty.
Play Party:
This is a general party open to all members of APEX. It offers
an educational opportunity by learning through doing and observing.
This is also an opportunity for everyone to relax and have a good time.
-
Lights are low.
-
Talking is kept to a minimum in the dungeon.
-
Observers are to stay in the blue observer's area.
-
All play is to stay out of the observer's area.
-
Blood sport and bullwhip play to occur only in the back
half of the dungeon.
-
Sharps containers are provided for disposing of used needles.
Social Party:
This is play in a "lighter" mode. It provides an opportunity
for people APEX members to engage in and observe D/s activities
without being overwhelmed by the exuberance of heavy or intense
S/M play. Social parties differ from play parties in that:
-
Dungeon lighting is brighter.
-
Quiet talk is acceptable in the dungeon
-
While members are free to wander throughout the dungeon,
they are expected to be respectful of scenes in progress.
-
Heavy scenes are not appropriate at social parties.
-
No bull whips or blood play. The reminder will be the
lack of sharps containers.
Couples Party:
The opportunity of a safe space where individuals in a relationship
can openly express loving, caring, cuddling, and the occasional
"kissy-face" without concern for being approached or being voyeurs
entertainment.
No Dungeon Master is currently on duty for this event.
-
Social party rules are followed.
-
Couples are self-defined groups of two or more.
-
Couples are expected to arrive together, play together,
and leave together
-
The door closes to new arrivals at 10:30 so that all
can enjoy the event.
Other Parties:
On occasion there will be "Birthday Parties," "Holiday Parties,"
and special events and galas. These parties will be treated as
Play Parties
as outlined above. A Dungeon Master will be on duty. Specific
levels of lighting and other considerations will be determined on a
party-by-party basis.
-
Interrupting scenes. Don't interrupt scenes except in an
emergency and you intend to stop it. Don't interrupt to
ask questions or to see "if everything is ok." Also,
comments like "I'll have to stop your scene, you're having
entirely too much fun" are inappropriate.
-
Dungeon etiquette: yours, observers', and players'.
-
You are present as "lifeguard" on the scene,
not a voyeur.
Save your voyeurism until your shift is over.
-
Avoid unnecessary conversations. They distract you from your
primary responsibility -- the safety of the players and the
environment.
-
Be supportive and helpful. For example, if you see a
Dominant searching around for a condom, you can get
one out of the supply cabinet drawer and silently provide one.
-
Don't walk between a Dominant and submissive.
-
Use discretion: if injuries (physical or psychological)
are NOT traumatic or "life-threatening," avoid interrupting
the entire party. But don't hesitate to call 911 if warranted
-- we're legit!
Protecting the Concepts of Safe, Sane, and Consensual
Safe
- Nothing in D/s or S/M is completely safe. There is some element
of danger in practically everything people do, from driving an
automobile to hiking in the desert. So, while nothing is completely
danger free, most experienced dungeon players will take every precaution
for safety's sake. In the S/M lifestyle, dangers lurk in almost every
kind of play activity, from spanking to flogging and from piercing to
branding. In the context of S/M dungeon play,
"safe"
means "reasonably free from danger" to the players and to
others sharing the play space.
APEX dungeon equipment is generally strong and safe; however, not
every situation is foreseeable. The main guideline is to
protect the safety of players, observers, and the dungeon itself.
That means to take precautions necessary to ensure that no one is
likely to suffer serious injury and that the play areas will be safe
and sanitary for the next user. With this in mind:
-
Persons using whips, floggers, etc. have a clear path of
instrument travel, with little likelihood of striking anyone
– or anything -- else.
-
Needles are taken from sterile packages.
-
Knives and other "sticky" things are not left where someone
else may be injured.
-
Genitals are covered with latex or rubber dental dam to
avoid dripping.
-
Sheets or ground cloths are used under scenes involving
waxing, blood, or any splashing. Always ensure adequate
precautions are used for blood sport, water sports, and
golden showers.
-
Suspension scenes will have mats beneath the submissive.
-
Safe sex: awareness of AIDS and maintaining safe sex
guidelines. Be particularly alert for blood sport activity.
-
Protection of vital organs... not just genitals: no
activities which can injure vital organs. This is
particularly true for neck area, kidneys and liver.
Watch for poorly aimed whips, floggers.
-
No irreversible damage: no significant damage of any
kind that the submissive did not knowingly consent to.
-
Bondage/circulation. Be alert for blue lips and
fingernails. If submissive is wearing lipstick
and/or nail polish, DM can't see blueness. Tactfully
check for cold skin, and numbness. For example, if
you see a bound submissive whose hands appear bluish,
wiggle the flashlight beam
on the floor
to get the Dominant's attention. Then, using the beam as a
"pointer," shine it on the submissive's hands to indicate
your concern. Any
true
Dominant will appreciate your attentiveness. Be particularly aware
of breathing, and NO bondage ropes around the neck. Ever!
-
Suspension. Every chain, trapeze, chain fall, etc. used in the
APEX dungeon has been installed properly, and with great care.
However, not every suspension sling or bondage technique may
safely hold the weight of the person or persons being suspended.
Be certain that suspension bonds are properly distributed.
Make sure there is a mat under the person who is suspended.
-
Safe Words - If players are new to APEX, you might consider
reiterating dungeon policy re: safe words. If you have some
reason to believe that no safe word has been established,
it is within your authority to discretely ask the Dominant
if he or she has an established safe word and, if not, to
create one with the submissive. A typical safe word is
"Red," or perhaps someone's name. As a DM, be aware
that it is not unusual for a submissive to not use a safe word.
This could be out of fear of disappointing the Dominant, or
being in subspace to the point of being oblivious to almost
all pain and not realize that a safe word is even necessary.
More is said about this further on.
-
Safe/Unsafe impact zones. Never allow a whip or flogger to
be used above the shoulders. Eye and ear injuries can be
severe, especially with a novice or overzealous Dominant.
As mentioned above, make sure that whips, floggers, etc.
are not "wrapping" to impact against kidneys,
liver, spleen, and other vital organs.
-
'Heavy' scenes. These include any activities in which
there is intense pain. It could be cock and ball torture,
blood sports, piercing, whipping or branding...virtually
anything where there may be loud noises accompanied by
exquisite pain and the presence of bodily fluids. While
the idea of "heavy" scenes will vary with perception,
players are expected to advise you when a heavy scene is to be
played.
Keep in mind that safety is the primary consideration.
-
Bodily fluids. These include urine, blood, saliva, semen...
virtually any secretion that could contaminate the environment.
Bleach water and paper towels are available for clean up by
the players.
-
Fire: candles, branding, flash/burn, etc. Know where the
fire extinguishers are! [See
first aid for burns
on page 11].
-
Expect the unexpected – think: "what would happen if
this thing broke?" Anticipate problems -- try to spot
'accidents waiting to happen.' Remember that Murphy lurks
behind every cranny in the dungeon.
-
The dungeon provides red
biohazard
waste containers. These must be used for disposal of condoms,
rubber gloves, and any other items contaminated with bodily
fluids. Biohazardous items must not be disposed of in the
regular trash containers.
-
Carry knife and/or paramedic scissors, flashlight -- no
toy is worth the cost of a person's well-being. If you
decide that a rope needs to be cut, or a body wrap is
causing claustrophobia and the "mummy" needs to be freed
quickly, let the Dominant know of your observations and
let the Dominant do it. Be prepared to help the Dominant
if necessary.
-
No weapons are permitted in the dungeon. Knives are ok
as part of a scene; however, use your own discretion
about knives being unsheathed in the observers area.
Sane
- The play we engage in is expected to be sane; that is, activities
that present no unreasonable or unrealistic threat to life, limb
or psyche. If someone is doing something that appears unrealistic
or just stupid, don't hesitate to check it out and stop it if
necessary.
-
This is supposed to be pleasurable!
There's pain and there's
PAIN!
It takes experience to tell when a submissive is experiencing pain
that goes beyond what is expected. Look for body language such as:
-
Crying
– not just tears of joy!
-
Not breathing appropriately for the experience; e.g.,
gasping for air.
-
Muttering a safe word, and can't get it out.
-
Licking lips... is the submissive thirsty? Perhaps
you've noticed that the submissive hasn't had a drink
of anything for last half-hour. Ask someone to bring a
cup of water and a straw to you, and discreetly put it
on the floor – without interrupting the scene -- so the
Dominant can see it. The "message" will get
through.
-
Submissive moving away from the whip.
-
Other body language that says the submissive is
undergoing a procedure or activity that is beyond
his or her limits.
-
Severe bruising or bleeding.
If
any
of the above situations are present,
discreetly
approach the Dominant and share your observations with him
or her. In most cases, making the Dominant aware of a situation
will be sufficient to modify the play, either in intensity or
kind. If the Dominant doesn't agree or refuses to modify the
scene appropriately, you have the authority to stop the scene.
Again, use discretion.
Unreasonable risk. Unreasonable risk. Just about everything we
do has at least an element of danger, especially if it's done
right! Since Murphy's Law is always operational, be alert for
activities that present an
unusual
danger or potential problem. This can be especially true for
people new to BDSM. Mostly, such persons are anxious to learn;
however, some may be too embarrassed or insecure to seek proper
instruction. For these reasons, pay special attention to:
-
Electrical play [see page 13, under First Aid, electric shock].
-
Suspensions – including swings and slings.
-
Do the players appear to know what they're doing?
-
Acts that attempt to defy gravity and other "death
defying deeds."
Consensual
- Our play is based on the
informed agreement
of each participant. Players not only agree to engage in the
activities in which they are involved. They also understand
the implications of play and its consequences. For example,
a submissive who agrees to participate in needle play or
branding is
expected to be fully aware
of what he or she is getting
into!
-
Brutality vs. clear, informed and mutually agreeable play.
-
Use, abuse, and misuse of submissives.
Equipment Review and Safety Check
Disinfectant Bottles - Prior to each party, the Space Logistics
Chair will provide spray bottles of disinfectant at various
"stations" in the dungeon. Ensure that the bottles
are filled and available at the beginning of your shift. If not,
contact the Space Logistics or Party Chair and ask that they be
brought out. The bottles are stored under the sink in the bathroom
nearest the door. Make sure that players wipe down equipment when
they are done, after
each scene.
First aid kits - The Dungeon has several well-stocked kits. Be
familiar with their contents and how to use them.
Replenishment of supplies - The first aid kits are checked
regularly; however, please let Medical Supplies Chair know
if an item is missing or very low. If the Medical Supplies
Chairperson is unavailable, contact the Dungeon Master
Manager or a Board member
Sharps containers - These are large, red polyethylene containers
and need to be made prominently available during play periods.
Inspection of play equipment - Check for splinters, broken pieces
or parts.
Fire extinguishers - There are several available near each exit.
Know their locations and how to use them.
Fuses, main switches - Know their locations and how to turn
them off/on as necessary.
Clean towels are available for wiping sweaty faces, oily
bodies, or other body fluids and liquids. Used towels are
deposited in the large bleach bucket in the bathroom. They
are laundered, folded, and returned to stock for future parties.
Dungeon towels are NOT to be used for wiping up gook that cannot
be readily laundered out, such as liquid latex, wax, body paint
or materials that will obviously cause permanent stains.
Clean blankets are available near the front of the dungeon.
Soiled blankets are left under the blanket/towel table for
cleaning and return to stock.
Telephones - The telephone is in the orientation room. There
are phone jacks in the reception room and in the back garage.
Proper use/abuse - It's hard to abuse Dungeon equipment; however,
some people may need to know how use it, for example, the rack or
the pillories. Make yourself available to help players use the
equipment properly.
Music - Music helps set the mood of the dungeon. Another purpose
is to mask the voices of observers, which can distract players
and thus endanger a scene. If anyone wishes to have the music
changed or the volume adjusted, invite them to do so themselves
or ask the Party Chair or someone who knows how to do it. Again,
your primary responsibility is to keep alert on player activity.
Common Physical Injuries and First Aid
This section of the Manual focuses on some typical injuries,
both physical and psychological, that you might encounter during
parties. In case of emergency, ask, in a loud voice, "Is there a
doctor in the dungeon?" Listed below are some typical situations:
-
Anaphylactic shock. Can come from latex allergies or bee
stings or any of a number of severe allergic reactions.
People with extreme allergic reactions often carry "epinephrine
pens" and/or antihistamine tablets. Symptoms include
severe
swelling, which can close off airways and cause major
breathing problems. In extreme cases it can literally
asphyxiate the victim. Often accompanied by itching,
burning skin, watery eyes, increases in body temperature,
blood pressure and pulse rate. Call 911 and treat for shock.
-
Asthma. Symptoms of an asthma attack include difficulty
in breathing, rapid pulse, congestion, and "blocked
breathing." Typically, players with asthma will have
an inhaler. The wise play partner will know where the inhaler
is, so it can be available quickly. Respiratory problems can
also occur as a result of allergy; e.g., foods, pollen, or
chemicals. Asthma can be severe. Remove person from main
Dungeon and, if life threatening, call 911.
-
Bleeding. Unless the scene is intentionally blood sport,
stop the scene and get wounds covered with antiseptic
and bandages. Biggest potential danger from bleeding in
the Dungeon is spread of HIV. Make sure spilled blood is
cleaned up, using bleach water.
-
Low blood sugar/dehydration. The wise Dominant will have
lots of water or juice available to maintain hydration
for both self and submissive, especially during a heavy
scene.
-
Unconsciousness/fainting. Can be result of fear or shock
or injury. See below for ABC first aid.
First Aid
We always hope accidents don't occur; however, S/M does have its
risks. We can never predict how people will respond to a BDSM scene.
Even the "lightest" play has its risks. In the event of
emergency, ask in a LOUD VOICE "Is there a doctor in the
house!" or someone with advanced medical or rescue training.
If no one comes forward, it will be up to you
to make certain that someone calls 911
and that you are prepared to provide first aid.
It is highly recommended that every Dungeon Master seek
specialized training in cardiopulmonary resuscitation (CPR)
and first aid. Such training is available through the American
Red Cross at a modest fee. This book is no substitute for a
quality first aid manual. [For further information, see Standard
First Aid & Personal Safety published by the American Red
Cross]. For present purposes, some basic concepts and measures
are shared here as reminders:
Cardiopulmonary Resuscitation (CPR)
When someone is not breathing, it is possible his or her
heart has stopped beating. The technique involves opening
and clearing the victim's airway by tilting the head backward,
restoring breathing by mouth-to-mouth or mouth-to-nose
resuscitation, and restoring blood circulation by external
cardiac compression.
In any serious life and death emergency, the first priority
is breathing. To determine if a victim is breathing, place
the side of your face and ear next to the victim's nose and
mouth to feel if any air is being exhaled. Also, see if the
victim's chest is rising and falling. To determine if the
victim's heart is beating, check for a pulse at the carotid
artery in the neck.
Remember
ABC: Airway, Breathing, Circulation
Have someone call paramedic (911) immediately!
Airway:
Airway must be open. To do this:
-
Place victim on back on the floor.
-
Check for and remove any foreign materials in mouth.
-
If there is no neck injury, gently tilt victim's head backward
by placing one hand under victim's neck and lifting upward.
Place the heel of your other hand on victim's forehead and
press downward as the chin is raised.
Breathing:
To restore breathing:
-
Keep victim's head tilted backward.
-
Using the hand on victim's forehead, pinch nostrils
together with thumb and index finger.
-
Open your mouth widely and take a deep breath.
-
Place your open mouth tightly around victim's mouth
and give four breaths in quick succession, taking a
deep breath between each blow. Continue this process
at the rate of approximately 8 breaths per minute...
about one breath every five seconds... until you see
the victim's chest rise. Quantity is important, so
give plenty of air! Stop blowing when victim's chest
is expanded. Remove your mouth from the victim's and
turn your head towards the victim's chest so your
ear is over his mouth. Listen for air leaving the
lungs and for the chest to fall. Repeat procedure.
-
If victim's mouth cannot be used due to an injury,
hold one hand over the victim's mouth. Take a deep
breath and place your mouth over the victim's nose
and blow into it. After you blow into victim's nose,
remove your hand from his mouth to allow air to escape.
-
Some resistance will be felt when air is blown into
victim's lungs. If the chest does not rise, then there
is still a blockage. Open victim's mouth and check again.
Circulation:
To restore circulation:
-
Check neck artery for pulse.
-
If no pulse, begin cardiac compression. For one rescuer, give
15 compressions (80 per minute); then two quick breaths. For
two rescuers, give 5 compressions (60 per minute) for every
one breath. Repeat until medical assistance arrives.
Bleeding:
Treatment:
-
Apply direct pressure using a sterile compress from first
aid supply.
-
Do not disturb any blood clots that form.
-
If blood soaks through the compress,
do not
remove the compress, but apply another pad over it and
continue with firm hand pressure over wider area.
-
If bleeding is severe, raise limb above level of heart.
Continue direct pressure.
-
Do not raise injured limb or neck if a fracture is suspected.
-
Do not wrap compress so tightly as to cut off circulation.
Burns:
Burns occurring during play are usually the result of waxing or branding.
On occasion, a Dominant will rapidly stroke the submissive's skin with
the flame end of a lighted candle. This is safe when done properly;
however, painful burns can occur. Burns from waxing are mostly first
and second-degree burns, especially when colored waxes are used before
white waxes, which melt at a lower temperature. Metallic candles should
never be used, as they burn at a much higher temperature and can cause
blistering. Similarly, candles made of bees wax should be avoided.
Sealing wax, that red, very hot and scalding wax, should never be
used in play. First-degree burn symptoms include redness, mild
swelling, and pain. Skin is unbroken.
Treatment:
-
Apply cold water or ice compress.
-
If necessary, cover with sterile gauze or clean cloth.
Do not apply butter or grease to a burn.
Second-degree burn symptoms include redness or blotched appearance,
blisters, swelling that can last for days, moist, oozy skin surface,
and pain. Any one or all of these symptoms can appear.
Treatment:
-
Apply cold water – NOT ice – or cold compress.
-
Pat area dry, apply sterile bandage.
-
Elevate burned limb if possible.
-
Advise victim to seek medical attention. Do not break
blisters; do not apply ointments, salves, sprays or
other home remedies without medical advice.
Third degree burns will occur during branding. It will destroy
all layers of the skin and leave the skin susceptible to infection.
Symptoms include white or charred skin, destroyed skin. At the
moment of branding, limited pain is actually present because
nerve endings have been destroyed. Any or all of these symptoms
can be present.
Treatment:
-
Apply cold compress. No ice.
-
Cover burned area with thick sterile dressing.
A clean sheet or towel may also be used.
-
In case of trauma, call 911.
Contusions and bruises
Treatment:
-
Apply cold compress or ice.
-
If bruise is to arm or leg, elevate the limb above
level of heart to decrease local blood flow.
-
Recommend moist heat (a warm wet compress to aid healing)
after 24 hours and medical attention if severe.
Convulsions and seizures
Symptoms:
Victim utters brief cry or shriek, rigid muscles followed by
twitching movements, interrupted breathing likely, bluish color
to skin, eyes rolled upward, loss of bowel and/or bladder control,
drooling or foaming at mouth (may be bloody), sleepiness and confusion
following convulsion, unresponsiveness during seizure. Any or all of
the preceding may be present.
Treatment:
-
Try to catch a falling victim (with help) and lay
victim down gently.
-
Remove any surrounding objects that could cause injury.
-
If breathing stops and doesn't return after seizure,
treat for CPR.
-
Do not
interfere with convulsive movements; however, just ensure
that victim does not injure self.
-
Do not
try to put a spoon or pencil between victim's teeth.
-
Loosen any tight clothing.
-
After seizure, place victim on side to prevent choking on
secretions, vomit, or blood.
-
Keep crowd away.
-
Check for other injuries... see ABC above.
-
Someone stay with victim until recovered.
-
Seek medical attention promptly, particularly if followed
by second convulsion.
Electric shock
Treatment:
-
If victim is still on contact with electrical source,
turn off power before touching victim! If that's not
possible, loop a belt, rope or other non-conductive
material around victim – not the neck! — and use it
to pull them to safety.
-
The effect of electric shock on the heart is great.
Since a person can die up to 24 hours following a strong
electric shock, recommend that person seek medical
attention quickly.
-
Treat according to ABC
Fainting
Recovery usually occurs within a few minutes. Help victim avoid
further injury... catch as catch can! If recovery does not seem
complete within a few minutes, call 911.
Heart attack
Have someone call 911. Loosen clothing or bonds, keep victim warm.
Treat for ABC.
Traumatic shock
Symptoms:
-
Pale or bluish skin, cool to the touch.
-
Moist clammy skin.
-
Overall weakness.
-
Rapid pulse (over 100).
-
Rapid breathing, shallow, irregular; deep sighing.
-
Restlessness, anxiety
-
"Thirsty"
-
Nausea, vomiting
-
Sunken eyes, pupils widely dilated
-
Unresponsiveness
-
Skin blotchy, streaked (other than "marks")
-
Possible unconscious
-
Any or all of above may be present
Treatment:
-
Treat for ABC
-
Keep victim lying down
-
Keep warm
-
If shock is result of injury, elevate feet 8" - 8"
-
If shock is experiencing chest pain (heart attack?)
do not
elevate feet.
-
Do not
give liquids if patient is unconscious
-
Reassure victim. Get information from victim re: nature
of problem.
Common Psychological Problems
Sometimes the experience of being in a scene creates new problems
for the Dominant as well as the submissive. Even the
anticipation
of a scene can conjure fears, images, and memories of past
experiences that cause mental anguish and irrational behavior.
Typical symptoms include
screams
or shouts of fear rather than pain;
desperate
struggling to be free, as from bonds or cuffs, and displays of
genuine
anger
rather than the typical submissive behavior of "Oh, no, Sir,
please don't do that! Oohhhhhhhhhh." Some of the more common
psychological events include:
-
Panic attacks
-
Claustrophobia
-
Traumatic flashbacks
-
Shock
-
Uncontrollable crying
-
Unreasonable requests for MORE!
Most of the time, the Dominant
and
the submissive will be aware of the problem before it begins.
Or, at least we expect them to be aware. For example, before
doing a mummification, it is reasonable to expect that the
Dominant has asked the submissive if he or she has claustrophobia.
In cases of psychological trauma in the Dungeon, it is best to stop
the scene, allow the victim to get loving support and reassurance.
In any event, the Dominant is expected to advise the Dungeon Master
on duty if a scene will be loud, especially intense, or in any way
might require special attention.
Understanding Dungeon Rules
Review posted Dungeon Rules. Know the Rules well enough so that
you can tell if someone else is
not
observing them. If you become aware that a player or observer is
not complying with the rules, the following procedures will be
followed:
-
Tactfully
and
clearly
remind the offender that a given rule is not being followed.
Specify the rule in question. For example, placing a condom
in plain sight of the Dominant will be a reminder to use it.
-
Remind the individual to please
observe the rule;
e.g. "hugging without asking first," then thank the person
for cooperating.
-
If the individual continues with the infraction, a second
warning may be given. At the discretion of the DM the
violator may be asked to leave. Before inviting someone
to leave, you might wish to discuss it with a Board member
or the Dungeon Master Manager; the decision, however, is
yours. If the person looks mean and ornery, get assistance!
-
For more serious infractions such as the presence of a weapon,
or alcohol or drug abuse, get support from a Board member or
another available DM. Firmly and politely escort the person
away from the dungeon to the outside. Do not do this alone!
-
When in doubt, check with a colleague or Board member.
Latex barrier policy
This is a key dungeon rule and one that is most easily disregarded,
especially with players who "know" each other. Even though players
may be married, the latex barrier must be observed. This is because
other observers may not know they are a couple and presume that we
do not enforce the latex barrier policy.
Food and beverages
In general, food is consumed in the blue-carpeted observers area.
An exception is made when food is part of a scene; for example,
honey or chocolate syrup is drizzled over erect nipples (or other
body parts!) to be licked off by a sensuous play partner can be a
part of erotic play. "Ordinary" eating in the gold carpeted play
area is discouraged, as when two players have a picnic before
starting their scene. The aroma of cheeseburgers and fries can
be very distracting to other players. If a food or beverage is
spilled, it must be cleaned up, usually by those who spilled it.
We have no maids at APEX. Beverages are OK anywhere in the Dungeon.
An emergency juice drink is available near the Dungeon entrance.
It is far more nutritious than carbonated soft drinks and will
help restore normal blood sugar and vital electrolytes. Heavy
play, along with our low humidity and high temperatures make
the use of nutritious beverages very important.
Observers and Players
Observers are required to stay on the blue carpeted area, away
from players during Play Parties. Observers are permitted to enter
the play area during Social Parties. If observers are talking too
loudly, you may ask them to speak more softly.
Dungeon Master Guidelines
Safe space:
Virtually anywhere in the front of the Dungeon; however, depending
on discretion and need,
anyplace
can be made a safe space.
Judgment:
the DM on duty is always 'right.' While you are always right, be
aware that a
poor judgment call
on your part may create resentment on the part of players. Always
give the benefit of the doubt to "safe, sane, consensual."
"Walk the talk"
Members new to the community will copy what they see you doing
Never allow a submissive to be left alone during a scene,
especially if blindfolded, bound, wrapped... any way at all.
If a Dominant needs to "break away" for some reason during a
scene, ask the Dominant to find someone to watch the submissive
in the interim.
Resources and mature judgment are more important than knowledge.
Don't be afraid to say you "don't know" something. Find out the
answer from someone who
does
know, and let the asking person know. If in doubt, ask the DM
Manager or a Board member!
Ethics of 'On-Duty'
No smoking or toilet breaks. Please attend to those needs before
your shift begins. In case of emergency, tell someone:
NEVER LEAVE THE DUNGEON UNSUPERVISED!
Avoid any activity that could distract you from your duties.
Sometimes you may get involved with a chatty observer, or become
entranced with a beautiful new whip being used; however, keep in
mind it is very important to stay focused on all the activities.
Honoring your shift.
When you volunteer for a shift, you will be expected to respect
your agreement by being available at the proper time and relieve
the DM on duty. If some unforeseen circumstance has made it impossible
for you to keep your shift, find a replacement DM for your shift by
reviewing the sign-in sheet and by letting the Dungeon Master Manager
know.
Volunteering for a shift. Volunteering to be a DM in advance of a
party is a good way to "ready" yourself for the role. If you plan
to attend a party, let the Dungeon Master Manager know of your
interest in volunteering and you will be assigned a shift. Many
DMs don't know in advance if they will actually be available to
volunteer until they show up at the party. In that case, please
"sign in" with the Door Chairperson upon arrival and the
DM Manager will try to assign you a shift for that party.
APEX DUNGEON RULES
Play space is for playing. Stay out of the way of the players.
Do not sit or leave things on the equipment.
When watching a scene or sitting in the dungeon, keep your voice
down. Sound carries and can cause distractions, which could lead
to injuries.
Do not be afraid to ask people to play, then
negotiate
(including safe words).
Do not touch or play with toys or people without permission.
Do not join a scene without permission or interrupt to ask questions.
Give players recovery time and space after a scene. Right after a
scene is not the time for a critique.
Remember to use latex barriers to prevent exposure to body
fluids (blood, saliva, urine, vaginal secretion or semen).
Genitals need to be covered
before
dripping begins. For genital contact use a latex or polyurethane
barrier, such as condom, gloves, dental dams, etc. Saran or ordinary
plastic wrap is neither safe nor acceptable.
If something looks or feels wrong, let the Dungeon Master Manager
or a Board member know right away. It is better to be wrong than
sorry should something bad happen.
Players are expected to inform the Dungeon Master
ahead of time
if they are going to engage in a loud, rough, or very intense scene.
Check to make sure you know who is the Dungeon Master and the Board members.
Clean up the play area when finished. Equipment should be wiped
down with bleach water, contaminated waste in the red containers,
and sharps in the sharps containers. No non-sharp items in the
sharps containers.
Clean up after yourself when watching too. Do not leave cans
and trash for the maids; there are no maids.
Front space is safe space. Please wear clothing while in the front.
Safe space can be anywhere; all it takes is for someone to say
"safe space."
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