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:
- 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 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.
- Talking is kept to a minimum in the dungeon.
- Observers are to stay in out of scene spaces.
- Food is not allowed in the dungeon.
- Drinks are only allowed in the dungeon in closed containers. Dominants should plan ahead and have a suitable container to provide their submissives with water or other fluids during dungeon play.
- Play that requires special preparation or cleanup (wax, fire, blood and anything involving bodily fluids) must be with the permission of the host/hostess and requires notification to the DM.
- Edge play (knives, needles, fire) requires prior notification to the DM. This allows him to comfort concerned observers that the play is planned and consensual.
- Any penetration requires a barrier unless the parties involved have spoken to the DM and given him their assurances that they understand the risks involved in unprotected sexual contact and have agreed to play in this manner. As a community, we should be concerned with safe sex and that others know we are aware of the dangers and take necessary precautions unless the players are fluid monogamous and have agreed to play without safety precautions in place.
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.
- Play party rules are followed.
- The door closes to new arrivals at 10:00 so that all can enjoy the event.
- Submissives will adhere to protocol unless it is in direct conflict with the orders of their Dominant.
- Dominants will respect the varying protocol of other Dominants and not correct a submissive until they have checked with that submissive's Dominant to find out if previous orders have prevented normal protocol from being carried out.
- No submissive will be in attendance without a Dominant. If their Dominant is not available, another can take his place for the evening with the approval of the submissive's Dominant.
- submissives who have no Dominant may not attend without a "protector". This is a Dominant that agrees to be in charge of the submissive for the evening.
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:
- 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.
- 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.
- 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 and 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, chainfall, etc. used in the 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.
- Safewords. If players are new to the scene, you might consider reiterating dungeon policy re: safewords. If you have some reason to believe that no safeword has been established, it is within your authority to discretely ask the Dominant if he or she has an established safeword and, if not, to create one with the submissive. A typical safeword is "Red," or perhaps someone's name. Our dungeon safewords are "Red" and "Safeword". As a DM, be aware that it is not unusual for a submissive to not use a safeword. 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 safeword 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. Disinfectants and paper towels are available for clean up by the players.
- Fire: candles, branding, flash/burn, etc. Know where the fire extinguishers are!
- Expect the unexpected - think: "what would happen if this thing broke?" Anticipate problems -- try to spot 'accidents waiting to happen.'
- 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 non-scene space.
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 safeword, 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: 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:
- 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. At each party, spray bottles of alcohol and bleach water are provided in the black baskets on either side of the dungeon. Ensure that the bottles are filled and available at the beginning of your shift. If not, contact the host/hostess and ask that they be brought out. Make sure that players wipe down equipment when they are done, after each scene.
- First aid kits. The Dungeon has a well-stocked safety kit, located in the red basket. Be familiar with the contents and how to use it.
- Inspection of play equipment. Check for splinters, broken pieces or parts.
- Fire extinguisher. There is a fire extinguisher available near the center of the dungeon. Know its locations and how to use it.
- Paper towel rolls are available in the black baskets for wiping sweaty faces, oily bodies, or other body fluids and liquids. Let the host/hostess know if these need replacing.
- Proper use/abuse. It's hard to abuse Dungeon equipment; however, some people may need to know how use it, for example, the suspension swing. 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. A random choice of favorite scene music plays at each party. If anyone wishes to have special music played, contact Gary and have him change 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 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 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:
- 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 12 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.
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:
- 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 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
- Apply cold compress. No ice.
- Cover burned area with thick sterile dressing. A clean sheet or towel may also be used. Call 9II.
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.
- 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.
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.
- Rapid breathing, shallow, irregular; deep sighing.
- Sunken eyes, pupils widely dilated
- Skin blotchy, streaked (other than "marks")
- Any or all of above may be present
Treatment:
- If shock is result of injury, elevate feet 8" - 12"
- 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 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:
- 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.
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:
- Tactfully and clearly advise the offender that a rule or rules are not being followed. Specify the rule in question.
- Remind the individual to please observe the rule; e.g. hugging, then thank the person for their cooperation.
- At discretion of DM, if individual continues with infraction, a second warning may be given, or the violator is asked to leave. If the person looks mean and ornery, get assistance!
- For more serious infractions such as alcohol or drug abuse, get support from the host/hostess or another available DM. Firmly and politely escort the person away from the dungeon to the outside.
- When in doubt, check with a colleague or the host/hostess.
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
- Safe, Sane and Consensual.
- Respect scene space. 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.
- No mans NO!! Do not be afraid to ask people to play, then negotiate (including safewords), but if you are told no... do not pursue the matter at that time.
- 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.
- If something looks or feels wrong, let the Dungeon Monitor or the host/hostess know right away. It is better to be wrong than sorry should something bad happen.
- Players are expected to inform the Dungeon Monitor ahead of time if they are going to engage in a loud, rough, or very intense scene. Players should also inform the DM of any edgeplay or play that requires special clean up or protective procedures, such as waxing, fireplay and any blood sport. This will allow the DM to comfort concerned observers that what is happening is consensual and that he has spoken to the submissive about it.
- Check to make sure you know who is the Dungeon Monitor.
- Clean up the play area when finished. Equipment should be wiped down with bleach water and waste thrown away.
- Clean up after yourself when watching too. Do not leave cans and trash for the maids; there are no maids.
- Please wear clothing while in the front and in view of the street. A dressing room is provided so please bring your fetish wear and change at the party.
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