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Dungeon Master Training Manual

From

Apex Logo

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

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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.

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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:

  1. Ensure the safety and security of players.
  2. 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.

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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!

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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.

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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.

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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.

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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:

  1. Place victim on back on the floor.
  2. Check for and remove any foreign materials in mouth.
  3. 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:

  1. Keep victim's head tilted backward.
  2. Using the hand on victim's forehead, pinch nostrils together with thumb and index finger.
  3. Open your mouth widely and take a deep breath.
  4. 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.
  5. 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.
  6. 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:

  1. Check neck artery for pulse.
  2. 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.

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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.

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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.

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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!

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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.

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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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