Ten Tips For Novice BDSM Dungeon Monitors
(Version 1.0)
Copyright 1998 by Jay
Wiseman
Submissive Women Kvetch
Greenery Press
For many years now, play parties have had special people fill
the role of "dungeon monitor" -- or DMs for short These people
are mainly there to ensure that the party rules are complied
with and to otherwise create a safe space for the attendees.
However, Dungeon Monitor's are also the delegates of the host, and they both
can and should assist the attendees as possible in enjoying the
party. In the past twenty years, I have been a host or a DM at
more than 100 play parties and I have the following words of
basic advice to pass on:
1. Know the party rules and the house rules cold.
Given that your primary responsibility is to enforce the party
rules, this rule may seem pretty obvious, but it's amazing how
many Dungeon Monitor's I've seen who were unclear on the party rules or the
house rules. I advise you to look over the rules carefully
before you start your shift and to keep a copy of them on you.
2. Don't play or overly socialize while on duty.
While you are on duty as a DM, you are there to create a safe
space for others, not to play and not to socialize too much with
one particular person or group of people. Don't let yourself get
distracted.
3. Circulate. If an area hasn't been inspected in the last
fifteen minutes, go look at it.
It's frequently the case that the party space is larger than you
can watch over from one particular vantage point, so "walk your
beat." As a rule of thumb, if an area hasn't been checked within
the last fifteen minutes, it's time to go take a look. Be
especially alert for any sign of intoxication, as many
SM-related accidents would not have occurred had not one or more
of the people involved been intoxicated.
4. Don't show favoritism (positive or negative) to anybody.
It can be very tempting to want to cut your personal friends a
bit of slack regarding their complying with some of the less
popular party rules. Don't. It "the word" gets out that there is
one set of rules for the friends of the host and the DMs and
another set for the more "lowly" people (and the word will
rather quickly get out if this is indeed the case) you have both
seriously damaged your credibility and set the stage for hard
feelings -- maybe even a confrontation.
One of the hardest challenges of DMing is to be scrupulously
fair regarding how you monitor a scene done by someone you
personally dislike. Again, there can't be two standards. Also,
it's unfair to "micro-DM" a scene being done by someone that you
dislike. If you can't be fair to all, don't be a DM.
5. Intervene sooner rather than later.
Sooner or later, you are going to see somebody doing something
that is against the party rules. When this occurs, it might be a
good idea to wait a few minutes to see if the behavior stops.
(It frequently does when the people notice that a DM is
watching.) However, if the improper behavior goes on for more
than a few minutes, it's time to intervene. It's human nature to
test limits and to see if the stated rules are the actual rules.
Make sure that people understand what the rules are and that
complying with them is not optional. If they start to get the
idea that complying with the party rules is optional, you can
have a real problem on your hands, and the longer this
noncompliance goes on the harder it will become for you to
correct.
Also, correcting an error when you first see it helps preserve
the energy of the scene. I have seen scenes ruined by DMs who
watched a violation and didn't do something about it until the
energy of the scene was nearing its peak. Such an approach can
ruin the scene for the participants and earn the DM a
(deservedly) bad reputation.
Key Point: Nobody benefits when a DM observes improper behavior
and fails to promptly correct it.
6. Intervene gently and diplomatically.
Willful violations of the party rules are actually rather rare.
What's far more common is that someone simply doesn't know that
a particular activity isn't allowed. Therefore, take a low-key
attitude when you approach the people involved. There is almost
never a need to create a scene. Among other things, this
approach helps preserve the dignity of the people involved. A
gentle reminder is almost always all that it needed. (On the
rare occasion that something more than a gentle reminder is
needed, I strongly recommend that you get the party host before
taking action.)
7. Be ready for emergencies.
Emergencies may involve either only a single individual -- such
as a fainting -- or they may involve the entire party -- such as
a power failure or even an earthquake. Make sure you know where
the various items of emergency equipment are. Make sure that you
know where the exits are and how to open them.
8. Have proper training and equipment.
While you are on duty as a DM, you should wear some type of
readily identifiable emblem that signals your role. (Naturally,
you should remove this emblem when not on duty.) If at all
possible, take training in first aid and CPR at least once a
year. In addition, you should have some latex or other
fluid-proof gloves on your person. A small flashlight and a pair
of good-quality EMT scissors are also important to have on your
person.
9. Help provide minor assistance with matters such as food,
trash, and music.
Putting on a play party has been called "the curse of the ten
thousand details." While it's not usually your job, strictly
speaking, to pick up paper cups and other bits of trash that
have been left laying around, or to take care of things like the
music or temperature level, or to put out fresh food, you will
earn the gratitude of the host if you help out with those tasks
as you can without compromising your primary duties. In
particular, post-party clean up is often the hardest part of any
play party, so anything you can do to make that task easier will
be especially appreciated.
10. Debrief after the party.
After a party -- perhaps not immediately afterwards but within a
day or two -- talk with the host, the other Dungeon Monitors, and perhaps
others who either attended or helped put on the party to discuss
what did or didn't work. Were there any especially difficult
problems with any particular person? Was some aspect of the
party handled especially poorly or especially well? Don't be
surprised if every play party has something to teach you.
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