Dungeon Monitor Training Manual


This page contains information taken with permission from a DM trining manual by Sir Lawrence, Dungeon Master of the Arizona Power Exchange.  We have modified it to suit our style and needs.  Our thanks to him for allowing us to benefit from his expertise.


The job of the Dungeon Monitor 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 Dungeon Monitor.

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.


Objectives of Dungeon Monitor Training

Develop and maintain a cadre of prepared Dungeon Monitors for BDSM 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 Monitor

You're the boss!

As Dungeon Monitor (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 doorways, music, and lighting.   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:


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 dungeon rules.   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 host/hostess know you are a qualified Dungeon Monitor.   The host/hostess may choose to call upon your services in that evening, or at a later event.   Shifts are typically about two hours;  however, the length of the shift will depend upon your own availability, how many other DMs are available, and other related factors.


Dungeon Diplomacy

Play Party:

Play parties are held after meetings and are open to all members of RMPE and their guests.   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.


High Protocol Party:

Recent interest in the Old Guard protocol and the return to Old Guard Houses have created the need for a different type of play party.  If you should find yourself invited to attend a High Protocol party and are not aware of the protocol being practiced, ask the host/hostess before you enter the play area.  For more information on the Old Guard style of play and protocol, go to the Training Styles page of the website and access the links in the Old Guard section.


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 Monitor 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 clip or towel, you can get one for them and provide it silently.

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 for help if warranted!

Protecting the Concepts of Safe, Sane, & 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.

The 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:
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:
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:   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:
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!

Equipment Review and Safety Check

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: 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 Monitor 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 other information, see Standard First Aid & Personal Safety published by the American Red Cross].   A first aid manual is provided in the first aid basket.  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:
Breathing. To restore breathing:
Circulation. To restore circulation:

Bleeding.
Treatment


Burns.

Burn occurring during play are usually the result of waxing or branding.   Burns from waxing are mostly first and second-degree burns.   First-degree burn symptoms include redness, mild swelling, and pain.   Skin is unbroken.

Treatment:


Treatment:


Third degree burns destroy all layers of the skin, as in branding.   Symptoms include white or charred skin, destroyed skin.   Little pain is actually present because nerve endings have been destroyed.   Any or all of these symptoms can be present.

Treatment



Contusions and bruises
Treatment


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


After seizure, place victim on side to prevent choking on secretions, vomit, or blood.



Electric shock

Treatment:


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:


Treatment:


Common Psyco1ogical 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: 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.


Understanding Dungeon Rules

Review of posted dungeon rules.   Know the dungeon 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 observing the rules, the following procedures will be followed:

Dungeon Monitor Guidelines

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:  people 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 host/hostess!


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 and let the DM on duty know who will be relieving him.

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 host/hostess 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 host/hostess upon arrival and they will try to assign you a shift for that party.


DUNGEON RULES

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