M - Monitor Danger signs rated (M) may or may not be a problem.
These involve harmless oversights, mildly risky behavior, or advanced play
by experienced players. Make no intervention, but stay alert. Get another
DM's opinion if available or contact the event organizer / DM Supervisor if
you are in doubt about the scene. There may be a problem brewing.
I – Intervene: Danger signs rated (I) are situations in which DM intervention
is deemed appropriate. This rating does not necessarily mean that a violation
of safe or sane play has occurred. Interventions can and should be done for
a number of valid reasons: To demonstrate how a technique is performed or
how a piece of equipment is used. To inquire about how a scene is being conducted
(some players take one-gallon enemas or use wire whips). To inform players
about some external circumstance (closing time, the presence of police, etc.).
To offer assistance or provide materials to a scene in progress (towels, safe
sex supplies, etc.) To share an observation the top may not have noticed (bluing
of hands, spilled drink on flogger, etc.). To inform players that they are
approaching or have exceeded a safety limit. To be courteous and helpful.
The issue may be something the players are too inexperienced to know about.
It may be advanced edge play performed by expert players accustomed to doing
it. Satisfy yourself that all is well, help them find a way to do what they
want to do safely or ask politely that they refrain from the activity in question.
S – Stop: Danger signs so clearly in violation of Safe, Sane and Consensual
behavior that they cannot be permitted regardless of circumstance. This does
not mean suspend the individual's right to play, but the proscribed behavior
must cease and desist. Again, be polite and helpful, but firm. One can't do
everything in public.
In Summary: M means potential trouble to be noticed and monitored. I means
intervention is appropriate, but not necessarily that an activity must cease.
S means a hard limit, and the current activity must stop In general watch
for potential risk.
So, the players seem to know what they are doing? If it helps when intervening,
point out where the behavior in question appears in this guide.
General Play Space Behavior
I Arguments or loud swearing; loud offensive speech involving race, religion
or orientation.
I Bottom weeping, screaming or bothering other people.
I Bottoms having breathing difficulties; gasping, wheezing or unable to catch
breath.
I Individuals monopolizing play space or equipment.
I Observers crowding a scene too closely; or getting in the way.
I Play area is not cleaned before or after a scene.
I - S Violations of posted house rules,
I or S according to rule in question.
M - I Aggressive and persistent stalker-like behavior (M) then (I).
M - I Drunkenness, belligerence, slurred speech (M) for observers and (I)
for players. Keep a close eye out for anyone who appears to be drunk and warn
your fellow DM's and organizer(s).
M - I Excessive noise or screaming (M) then (I).
Play Equipment Safety (Always notify event organizer)
S Structure, hooks, eyebolts or legs loose.
I Structure appears unable to support the weight of players.
M - I Ropes used do not appear strong enough to support the weight (M), if
obvious (I).
M Top has not tested the amount of weight to be supported.
Negotiation and Consent
S Ignoring safeword "red".
M Pushing bottom (or top) too hard to take or give more.
Bondage
S Player falls or gets hit on the head.
S Ropes around neck or collar attached to a high stationary point.
I Breasts bound tightly causing ballooning.
I Clips or clamps around the eyes.
I Standing mummification without spotter.
M Absence of emergency release tools: knife, shears, bolt cutter or hacksaw
M Bound player is left alone with no spotter.
M Collar is too tight to allow free breathing (allow room to insert two fingers).
M Hands or feet becoming discolored or cool to the touch.
M Noticeable swelling or redness from bondage or weights.
M Standing unsupported with ankles bound together - unstable especially with
high heels.
Suspension All Bondage Danger Signs Apply Here Also.
I Wrist suspension; bondage too tight or too loose, potentially causing nerve
damage (room to insert one finger is ideal).
M Absence of panic snaps at heavy load points.
M Limbs taut (especially from overhead suspension).
Impact Play
S Flogger or whip infringing on other scenes.
S Hard paddling on the ribs, back, knees or tops of feet or shins.
S Hard striking on bones or organs, especially kidney, spine, neck or head.
S Striking bleeding wounds, causing airborne droplets.
S Striking with the buckle end of a belt.
S Whip inappropriately long for play space.
I Whip dragging on dirty floor between strikes.
I Hard impact on the breasts, especially large breasts.
I Striking on pre-existing bruises.
M - I Flogger tips inadvertently wrapping around the body being hit. May leave
marks over shoulders, around ribs, outside of hips and side of body away from
the one flogging. (M) then (I).
M Bottom snapping head back sharply when struck.
M Facial expressions or cries of apparent anguish.
M Flogger tips dragging on the ground.
M Paddles or canes are cracked, split or broken.
Breast Play
I Breasts bound tightly causing ballooning.
I Hard impact play on the breasts, especially large breasts.
Wax, Fire and Temperature
I Absence of nonflammable drop cloth.
I Candle flames in the vicinity of curtains or other flammable materials.
I Absence of wet towel - provide one.
I Excessive spillage of wax.
M Mentholated ointments spread over the bound player without soap and water
handy.
M Mentholated ointments placed inside the vagina or rectum.
Electricity
I Any direct current electricity (Folsom or OMRON units) used above the waist,
or on opposite arms, anything potentially running current through the chest
or head.
I Static electricity used near flammable liquids (alcohol, perfume) and vapors.
I Violet wand or static electricity used near the eyes.
M Strong current (cattle prod, stun gun) applied to strong muscle groups.
M Violet wand or static electricity used on metal jewelry (generates heat).
Genital Play: Note: Some players may be "Fluid Bonded" but should
still observe safer sex practices in public play space.
S Blood flow from the vagina or rectum (may need to call 911).
S Forcing air into the vagina.
I Bodily fluids on floor or equipment not cleaned up promptly.
I Fisting without a fresh latex glove and ample lubricant.
I Moving objects directly from the anus to vagina.
I Sharing bodily fluids between the players.
I Sharing toys or objects without changing condoms.
I Sudden yanking or twisting of testicles.
Cutting or Piercing
I - S No first aid kit (I) provide if available, otherwise (S).
I Antiseptic wipes and dressing are not close at hand.
I Blood or other fluids on floor or equipment not cleaned up promptly.
I No sharps container or container not being used, provide one if available.
M Area of skin to be played with has not been cleaned with alcohol.
Anal Play
S Any amount of blood from the rectum.
S Forcing air into the rectum.
I Absence of blood cloth, towels, or other enema cleanup supplies.
I Fisting without a fresh latex glove and ample lubricant.
I No obvious place for bottom to void after enema.
I Object for anal insertion does not have a flared base or long handle.
Gagging
M - I Gag is not easily removable.
M Gag with hood.
M - I Mouth stuffing is not attached to a strap to prevent blocking the throat.
M Use of a "pump gag" (can over-inflate and block the throat).
Breath Deprivation
M Bagging or causing bottom to inhale carbon dioxide.
M More than momentary depravation of air.
Stress and Emotional Danger
S Shallow breathing, cold, clammy glassy eyes (possibly endorphin shock).
M Overly frightened expression.
Crisis Intervention: Dealing with Non-physical Offenders: Crisis intervention
is a way to calm a situation that could result in loud or obnoxious behavior,
or even extend to the individual becoming assaultive (NOTE: Definition of
assault is unwanted touching). The possible causes for this type of behavior
include, but are not limited to, drinking, anger, relationship issues, lack
of proper communication, lack of experience or mental health issues.
If a person starts to display a noticeable change in his or her behavior,
such as staring, twiddling fingers, thumbs or hands, walking back and forth
absent-mindedly, etc., the DM's should approach the situation in a supportive
and non-judgmental attempt to relieve the tension and try to put the person
at ease. If the individual gets to the point where he or she starts to talk
back or gets belligerent, it is the DM's job to attempt to take control of
the situation by setting rules using a direct and firm approach. If the person
has gone into an instinctive behavior of "fight or flight" and has
chosen to "fight", the DM Team should first try to take control
of the situation, without yet getting physical, to reduce the risk of the
offending individual harming himself, the DM's or other group members. If
the person has become physical with the DM's, the DM Team or other group members,
see "Dealing with Potentially Violent Offenders", below.
Once the person has passed through these phases, whether they
have become physical or not, they would normally reach an exhaustion point
where the body and the mind become tired and the individual usually begins
to regain their composure. At this point he or she would normally begin to
feel foolish, silly, embarrassed or apologetic, and it is the DM Team's responsibility
to reassure the individual and ease the person back into the "community".
Dealing with Potentially Violent Offenders: As a DM, sometimes it is important
to have to intervene. When approaching someone who needs to be approached,
never assume a combative position. Do not wag your finger or raise your voice.
Always try to talk in a gentle, calming voice. A good opening line would be
"Hi. Can I talk to you?" Or, "Can we talk for a minute?"
If someone gets combative, do not stand with your body directly facing them.
Always try and stand sideways, giving them less of a target should they decide
to throw a fist or foot. It also appears less aggressive if you do not have
the appearance of going 'toe to toe' with them. And it is a more powerful
position should you need to become physical. Whenever possible, always call
for another DM, someone on shift if available, to help with the situation.
The second DM should not be in front of the offender, either, as that will
make it appear as if the DM's are looking for a fight. The second DM should
stand behind, and off to the side, of the person being talked to. That DM
should also be standing at an angle to the person being talked to. If a third
DM is available, that person would be on the opposite side, behind, in the
same position as DM #2. Any more than that would be overkill, and look as
if the DM's were looking for a fight. If more DM's are available, the best
thing that they could do at that point is traffic control. Statistics have
shown that most times, when a potential offender sees three DM's around him
in strategic positions, he will back off. However, the occasional folly will
happen. Because of these occasional follies, and the importance of ongoing
DM training, the following procedures come from a class I attended in April
2002, and deal with different situations and different numbers of DM's available.
In a one on one situation, the easiest way to defuse a situation is to ask
the offender if he would like to talk in a more private setting, rather than
make a scene and interrupt other players. By doing this, it has the appearance
of giving the offender the upper hand, leaving the next move up to him. When
in reality, the "more private place" you were talking about would
be outside the party area and the play space, where you can more easily tell
him to go home, and not let him back in. If the person resists or becomes
confrontational, the safest thing to do, if you are a lone DM, would be to
back up at 45-degree angles away from the offender and continue doing this
each time the offender wants to become physical. This step back and away does
three things. First it makes it harder for you, as a DM, to be hit. Second,
it forces the person to have to move his entire body and shift his weight
before he can strike out at you again, giving you time to consider alternatives,
it gives the offender time to consider alternatives and it gives other DM's
time to arrive. When a second DM is available, a good rule would be for the
DM to come from the offender's line of sight and move to a position behind,
and off to the side, of the person being talked to, remaining in the offender's
peripheral vision. If a physical confrontation ensues at that point, DM2 can
move in and "off balance" the offender. I do not recommend "take-downs".
That is when DM2 knocks the offender off his or her feet or tackles them to
the ground. The chances of injury and liability are greatly increased. The
"off balance" maneuver is quick and easy and can be done by the
smallest of DM's on the largest of offenders. DM2 moves quickly behind (for
purposes of visualization, we will use the right side) behind and to the right
of the offender. DM2 then places his left hand on the offender's left shoulder
(from behind). With his left leg, DM2 presses his knee into the back of the
offender's right knee, pressing down on the offender's left shoulder, to get
the offender off balance. This does not take the offender to the ground, simply
takes the initial fight out of the offender and puts him off balance. If a
third DM is still unavailable, DM2 can hold the offender in that position
while DM1 goes into the removal position, outlined below. Or DM2 can turn
the offender by moving forward so that DM1 can then come from behind the offender
to take the below outlined removal position. When someone needs to be removed
physically, it requires only two DM's to accomplish this. By moving toward
the offender's left arm from behind, DM1 can wrap his right arm under the
offender's left arm and grab his wrist. Then the DM1 would place his left
hand on the offender's left forearm or elbow. If DM2 can do the same thing
in reverse on the opposite side, the offender can be moved out of the building
regardless of his size or weight, just by pushing forward on his elbows. If
a third DM is available, both DM2 and DM3 would be on opposite sides of the
offender and at an angle behind him. If the offender becomes physical, both
DM2 and DM3 could immediately go to the removal position and escort the offender
out the door. Or if a third DM arrives while DM2 has the offender off balance,
DM3 can immediately go to the removal position and DM2 can then take that
same posture and remove the offender. If DM2 and DM3 have the offender in
the removal position, DM1 simply needs to move out of the way and clear a
path and open any doors so that DM2 and DM3 have a clear avenue to escort
the offender out of the building. This should always be considered a last
choice. Most situations do not need physical interference. The less intervention
you do, the more that people playing will enjoy themselves and the less hard
feeling will be created. When in doubt, always err on the side of caution.
And whenever possible, ask for a second opinion.
Basic First Aid: The following safety module is intended to be used as refresher
safety awareness reference and is in not intended to be used as a substitute
for formal first aid training. This information was provided by the National
Institute for Occupational Safety and Health, and has been modified to reflect
the play party environment.
Get medical attention for all injuries. It is very important for you to get
immediate treatment for every injury, regardless how small you may think it
is. Many cases have been reported where a small unimportant injury, such as
a splinter wound or a puncture wound, quickly led to an infection. Even the
smallest scratch is large enough for dangerous germs to enter, and in large
bruises or deep cuts, germs come in by the millions. Immediate examination
and treatment is necessary for every injury. The DM supervisor should have
medical kits available for minor injuries.
What is first aid? It is simply those things you can do for the victim before
medical help arrives. The most important procedures are described below.
Control bleeding with pressure. Bleeding is the most visible result of an
injury. Each of us has between five and six quarts of blood in our body. Most
people can lose a small amount of blood with no problem, but if a quart or
more is quickly lost, it could lead to shock and/or death. One of the best
ways to treat bleeding is to place a clean cloth on the wound and apply pressure
with the palm of your hand until the bleeding stops. You should also elevate
the wound above the victim's heart, if possible, to slow down the bleeding
at the wound site. Once the bleeding stops, do not try to remove the cloth
that is against the open wound as it could disturb the blood clotting and
restart the bleeding. If the bleeding is very serious, apply pressure to the
nearest major pressure point, located either on the inside of the upper arm
between the shoulder and elbow, or in the groin area where the leg joins the
body. Direct pressure is better than a pressure point or a tourniquet because
direct pressure stops blood circulation only at the wound. Only use the pressure
points if elevation and direct pressure haven't controlled the bleeding. Never
use a tourniquet (a device, such as a bandage twisted tight with a stick,
to control the flow of blood) except in response to an extreme emergency,
such as a severed arm or leg. Tourniquets can damage nerves and blood vessels
and can cause the victim to lose an arm or leg.
Treat physical shock quickly. Shock can threaten the life of the victim of
an injury if it is not treated quickly. Even if the injury doesn't directly
cause death, the victim can go into shock and die. Shock occurs when the body's
important functions are threatened by not getting enough blood or when the
major organs and tissues don't receive enough oxygen. Some of the symptoms
of shock are a pale or bluish skin color that is cold to the touch, vomiting,
dull and sunken eyes, and unusual thirst. Shock requires medical treatment
to be reversed, so all you can do is prevent it from getting worse. You can
maintain an open airway for breathing, control any obvious bleeding and elevate
the legs about 12 inches unless an injury makes it impossible. You can also
prevent the loss of body heat by covering the victim (over and under) with
blankets. Don't give the victim anything to eat or drink because this may
cause vomiting. Generally, keep the victim lying flat on the back. A victim
who is unconscious or bleeding from the mouth should lie on one side so breathing
is easier. Stay with the victim until medical help arrives.
Move the injured person only when absolutely necessary. Never move an injured
person unless there is a fire or when explosives are involved. The major concern
with moving an injured person is making the injury worse, which is especially
true with spinal cord injuries. If you must move an injured person, try to
drag him or her by the clothing around the neck or shoulder area. If possible,
drag the person onto a blanket or large cloth and then drag the blanket.
Perform the Heimlich maneuver on choking victims. Ask the victim to cough,
speak, or breathe. If the victim can do none of these things, stand behind
the victim and locate the bottom rib with your hand. Move your hand across
the abdomen to the area above the navel then make a fist and place your thumb
side on the stomach. Place your other hand over your fist and press into the
victim's stomach with a quick upward thrust until the food is dislodged.
Flush burns immediately with water. There are a many different types of burns.
They can be thermal burns, chemical burns, electrical burns or contact burns.
Each of the burns can occur in a different way, but treatment for them is
very similar. For thermal, chemical or contact burns, the first step is to
run cold water over the burn for a minimum of 30 minutes. If the burn is small
enough, keep it completely under water. Flushing the burn takes priority over
calling for help. Flush the burn FIRST. If the victim's clothing is stuck
to the burn, don't try to remove it. Remove clothing that is not stuck to
the burn by cutting or tearing it. Cover the burn with a clean, cotton material.
If you do not have clean, cotton material, do not cover the burn with anything.
Do not scrub the burn and do not apply any soap, ointment, or home remedies.
Also, don't offer the burn victim anything to drink or eat, but keep the victim
covered with a blanket to maintain a normal body temperature until medical
help arrives. If the victim has received an electrical burn, the treatment
is a little different. Don't touch a victim who has been in contact with electricity
unless you are clear of the power source. If the victim is still in contact
with the power source, electricity will travel through the victim's body and
electrify you when you reach to touch. Once the victim is clear of the power
source, your priority is to check for any airway obstruction, and to check
breathing and circulation. Administer CPR if necessary. Once the victim is
stable, begin to run cold water over the burns for a minimum of 30 minutes.
Don't move the victim and don't scrub the burns or apply any soap, ointment,
or home remedies. After flushing the burn, apply a clean, cotton cloth to
the burn. If cotton is not available, don't use anything. Keep the victim
warm and still and try to maintain a normal body temperature until medical
help arrives.
Use cool treatment for heat exhaustion or stroke. Heat exhaustion and heat
stroke are two different things, although they are commonly confused as the
same condition. Heat exhaustion can occur anywhere there is poor air circulation,
or even if the person is poorly adjusted to very warm temperatures. The body
reacts by increasing the heart rate and strengthening blood circulation. Simple
heat exhaustion can occur due to loss of body fluids and salts. The symptoms
are usually excessive fatigue, dizziness and disorientation, normal skin temperature
but a damp and clammy feeling. To treat heat exhaustion, move to the victim
to a cool spot and encourage drinking of cool water and rest. Heat stroke
is much more serious and occurs when the body's sweat glands have shut down.
Some symptoms of heat stroke are mental confusion, collapse, unconsciousness,
fever with dry, mottled skin. A heat stroke victim will die quickly, so don't
wait for medical help to arrive--assist immediately. The first thing you can
do is move the victim to a cool place out of the sun and begin pouring cool
water over the victim. Fan the victim to provide good air circulation until
medical help arrives.
Respond appropriately to the form of poisoning. The first thing to do is get
the victim away from the poison. Then provide treatment appropriate to the
form of the poisoning. If the poison is in solid form, such as pills, remove
it from the victim's mouth using a clean cloth wrapped around your finger.
If the poison is a gas, remove the victim from the area and take to fresh
air. If the poison is corrosive to the skin, remove the clothing from the
affected area and flush with water for 30 minutes. Take the poison container
or label with you when you call for medical help because you will need to
be able to answer questions about the poison. Try to stay calm and follow
the instructions you are given. If the poison is in contact with the eyes,
flush the victim's eyes for a minimum of 15 minutes with clean water.
Keep a first aid checklist. In order to administer effective first aid, it
is important to maintain adequate supplies in each first aid kit. First aid
kits can be purchased commercially already stocked with the necessary supplies,
or one can be made by including the following items: Adhesive bandages: available
in a large range of sizes for minor cuts, abrasions and puncture wounds Butterfly
closures: these hold wound edges firmly together. Rolled gauze: these allow
freedom of movement and are recommended for securing the dressing and/or pads.
These are especially good for hard-to-bandage wounds. Nonstick Sterile Pads:
these are soft, super absorbent pads that provide a good environment for wound
healing. These are recommended for bleeding and draining wounds, burns, and
infections. First Aid Tapes: Various types of tapes should be included in
each kit. These include adhesive, which is waterproof and extra strong for
times when rigid strapping is needed; clear, which stretches with the body's
movement, good for visible wounds; cloth, recommended for most first aid taping
needs, including taping heavy dressings (less irritating than adhesive); and
paper, which is recommended for sensitive skin and is used for light and frequently
changed dressings. Items that also can be included in each kit are tweezers,
first aid cream, thermometer, an analgesic or equivalent, and an ice pack.
For more information about first aid kits, see the above section entitled
"First Aid Kits", provided by the Federal Emergency Management Agency.
Report all injuries to the DM Supervisor. As with getting medical attention
for all injuries, it is equally important that you report all injuries to
the DM supervisor. It is critical that the DM supervisor check into the causes
of every party-related injury, regardless how minor, to find out exactly how
it happened. There may be unsafe procedures or unsafe equipment that should
be corrected.
Fill out an incident report. Whenever an accident or incident occurs, it is
safe to assume that some victims will want to blame someone else. At the very
least, having an incident report sheet handy, to be filled out whenever an
incident occurs, will go a long way to protect yourself and the organizers
from any liability and can be used as a training tool, as well as to show
areas that need to be monitored or corrected.
Recent Changes to the CPR Course. For All CPR Courses follow the latest updates
by the American Heart Association and/or the Red Corss.
Use of Breathing Barriers. When Giving Rescue Breaths It is recommended that
a breathing barrier be used whenever possible. However, a responder should
not delay care if a breathing barrier is not immediately available or if he
or she is unsure of how to use it. A resuscitation mask has advantages over
a face shield. The primary advantage is that a resuscitation mask is equipped
with a one-way valve that prevents the victim's exhaled breath from entering
the responder's mouth. Professional rescuer level programs and the First Aid/CPR/AED
Program incorporate the practice of using breathing barriers, such as face
shields and resuscitation masks, when giving rescue breaths. Other Red Cross
programs and courses for the certified lay responder, such as First Aid: Responding
to Emergencies and Community First Aid and Safety show their use but do not
require them for training.
Rationale - Mouth-to-mouth rescue breathing has proven to be a safe and effective
means of providing oxygen to a non-breathing victim and has saved many lives.
While using breathing barriers may reduce the risk of disease transmission
when giving breaths, the incidence of disease transmission during direct mouth-to-mouth
rescue breathing is very low.
Rescue Breaths. Whenever a breath is given to an unconscious victim, it is
considered a "rescue breath." Rescue breaths should be given to
an unconscious adult, child or infant victim in such a way to ensure the delivery
of effective breaths and to reduce the risk of gastric inflation (air in the
stomach). An effective breath will cause the victim's chest to clearly rise.
For an unconscious adult victim: Each breath should be slow, gentle and last
about 2 seconds. The responder should pause and take a breath between breaths
given to the victim. Each rescue breath should cause the victim's chest to
clearly rise.
For an unconscious child or infant victim: Each breath should be slow, gentle
and last about 1½ seconds. The responder should pause and take a breath
between breaths given to the victim. Each rescue breath should cause the victim's
chest to clearly rise. Rationale-Slower breaths reduce the amount of gastric
inflation that can cause serious complications such as vomiting, aspiration
or pneumonia and restrict lung movement. When the responder pauses and takes
a breath between rescue breaths, it ensures maximum oxygen and minimum carbon
dioxide in each rescue breath.
Chest Compressions: CPR for an adult victim will be taught at a ratio of 30
chest compressions to 2 rescue breaths for one or two responders at a rate
of about 100 compressions per minute. CPR for a child victim will be taught
at a ratio of 30 chest compressions to 2 rescue breaths at a rate of about
100 compressions per minute. CPR for an infant victim will be taught at a
ratio of 5 chest compressions to 1 rescue breath at a rate of at least 100
compressions per minute.
Rationale - The rate of compressions has been increased to achieve
the best possible blood flow during CPR. For an adult victim, the research
shows that CPR is most effective when more uninterrupted chest compressions
are delivered. As such, the ratio of 30 chest compressions to 2 rescue breaths
will apply in both a one or two responder situation. For infants and children,
breathing problems are the most common cause of arrest. Also, the breathing
rate of infants and children is faster than in adults. Therefore, for this
age group (age 8 and younger), the emphasis is to achieve the maximum oxygen,
so the ratio will remain 5 chest compressions to 1 breath.
DISCLAIMER: The above information is compiled from various reference sources
and is designed to provide current and authoritative information on the subject
matter covered. It is provided with the understanding that the publishers
are not engaged in rendering medical, legal, accounting or other professional
service. Every effort has been made to ensure that the enclosed information
is correct, but this publication should not be considered a substitute for
formal medical first aid training.
Fire Extinguishers: We often hear people say, "If you're going to do
'fire play' keep a fire extinguisher nearby". But what do we know about
fire extinguishers and what do we need to know about them?
Portable fire extinguishers are classified to indicate their ability to handle
specific classes and sizes of fires. Labels on extinguishers indicate the
class and relative size of fire that they can be expected to handle.
Class A extinguishers are used on fires involving ordinary combustibles, such
as wood, cloth, and paper.
Class B extinguishers are used on fires involving liquids, greases, and gases.
Class C extinguishers are used on fires involving energized electrical equipment.
Class D extinguishers are used on fires involving metals such as magnesium,
titanium, zirconium, sodium, and potassium.
The numerical value on the label tells you how big a fire or how big an area
of fire the fire extinguisher can be expected to handle. A class 4-A extinguisher
can be expected to handle twice as much as a class 2-A extinguisher. The way
to use a fire extinguisher is broken down into this acronym: PASS. Pull, Aim,
Squeeze, Sweep.
Pull: Pull the pin out of the handle.
Aim: Aim the nozzle at the fire.
Squeeze: Squeeze the trigger or handle.
Sweep: Use a slow and steady, side to side motion to extinguish the fire.
The End of Your Shift: Meet with your replacement and brief him or her on
the current situation and any special circumstances. Answer any questions
that they may have. Hand over equipment. Check out with the DM Supervisor.
Various Groups Social Rules:
SAADE Party & Social Rules: SAADE recognizes that Scene Etiquette is dynamic
and personal. It differs depending on the individual and the situation. SAADE
hereby adopts and promotes the practice of Scene Etiquette, which fosters
courtesy and respect among individuals within the leather community. We would
ask our members and their guests to follow these rules while attending SAADE
meetings, functions and/or any SAADE special interest group.
Social Rules It is inappropriate to touch other people's person or property
without first obtaining permission. Never assume. Communication is the key
to initiating play or determining the level of intimacy you may have toward
another. The basic premise is consent. Be sure you have consent before you
move ahead to play or touch. Do NOT join a scene unless specifically asked
to do so! Play scenes are personal and the area in which they take place is
to be respected. Again consent is the issue. Do not assume you are a welcome
addition to any scene that is being undertaken unless you are specifically
asked to join in. We ask all SAADE members to practice situational awareness.
Be aware! Sometimes we invade or disrupt play scenes unintentionally. Keep
conversation, laughter and/or comments to a minimum in the play areas. Don't
make any loud noises or disruptions that may break the play space. We ask
that you check the proximity of yourself to the play areas and be respectful
of the events that are unfolding. We understand that conflict happens in life.
Sometimes misunderstandings occur and bad feeling result from them. We ask
that members strive to resolve these conflicts outside of the SAADE events.
Feel free to discuss problems with the SAADE council but know that we recommend
that members try to get together, one on one, to discuss their issues and
work them out between themselves. If this is not possible we ask that you
avail yourselves to the D/s Mediation team or get a trusted 3rd party to help
resolve your differences. Please remember, as a whole, we are not a political
group. SAADE's mission is fun, education and community building. There are
other venues for political wrangling. This is a neutral zone for exploring
the things we have in common. Being mindful that Scene Etiquette is expected
of all SAADE members. Willful and ongoing disrespect of other members may
be grounds for the suspension of membership privileges and/or terminating
membership and the attendance to SAADE functions and special interest groups.
Party Rules: All attendees must present their membership card for admission,
or be a guest of a card-carrying member. Guests are the sole responsibility
of the sponsoring member. They are expected to know the rules and be accepting
of our lifestyle and play. The member will be held responsible for the guest's
behavior. Each member may bring up to two guests. Prostitution, solicitation,
and negotiation of compensation for sexual services ARE ILLEGAL and are not
tolerated. Violations shall result in immediate removal and banning from future
events. Scene professionals may not accept payment for any services rendered
at a SAADE event. All play shall be Consensual. Normal scene etiquette is
required. Do not monopolize the equipment (A good rule of thumb if people
are waiting for equipment is not to stay on any one piece of equipment for
more than 70 minutes). Attendees must be over eighteen years of age. Bring
your own equipment, props and toys for your type of play. Treat the hosts'
home with respect. Please clean up after your scene. Leave all equipment free
of sweat, blood, other bodily fluids, wax, toys, etc. Bring bodily fluid concerns
to the attention of the DMs. Wax, fire, water sports and scenes involving
bodily fluids need to be brought to the DM's attention prior to play. If an
area has been set aside for those purposes, only use the area set aside for
those purposes. Place the fire extinguisher next to the scene, and have a
wet towel next to you, a bowl of water and whatever other safety precautions
need to be in place. Also, arrange for a "second". Smoke in designated
areas only. And please use the ashtrays provided. (DM's will know where these
areas are). No illegal substances of any kind are allowed at SAADE events.
Firearms and firearm replicas may not be brought into any SAADE event. Safe
sex is recommended, if you choose to do this type of scene. Do not touch other
people's person or property without first asking permission. Never assume
a sub is "fair game". No one is fair game here. Always ask first.
Never handle other people's toys or toy bag without permission. Help clean
up after the party.
Dungeon Monitor's Role All SAADE sponsored play parties will have at least
one Dungeon Monitor (DM) per fifty (50) attendees. The DM shall not be encumbered
with any other duties that may distract him/her from the role of DM. The DM
will have access to all areas during an event. Do not interrupt a scene. If
you have a concern bring it to the attention of a DM. Only DMs may interrupt
scenes. The SAADE council has faith in their DMs, so decisions made by the
DM concerning safety, security or removal are final. Additional House Rules
may also apply, depending upon location, host, and/or other circumstances.
SSCN Social Rules & Etiquette Statement: SSCN recognizes
that Scene Etiquette is dynamic and personal. It differs depending on the
individual and the situation. SSCN hereby adopts and promotes the practice
of Scene Etiquette, which fosters courtesy and respect among individuals within
the leather community. Being mindful of "Scene Etiquette" is strongly
encouraged. Willful and ongoing disrespect of other Contributors may be grounds
for expulsion. (Section 4.05)
Social Rules (These apply to ALL SSCN sponsored events) All play shall be
Consensual. All SSCN sponsored play socials must have at least one Dungeon
Monitor (DM), appointed by the Board, on duty at all times. The DM shall not
be encumbered with any other duties that may distract him/her from the role
of DM. The DM will have access to all areas during an event. All concerns
should be brought to the attention of the DM. Only DMs may interrupt a scene.
The decisions made by the DM are final. No illegal substances of any kind
are allowed on the premises. Firearms and firearm replicas may not be brought
into any SSCN event. All attendees must present their Contributor card for
admission, or be a guest of a card-carrying Contributor. Upon entry, all guests
shall read, sign and agree to abide by the SSCN rules for socials and in addition
present a valid photo ID to verify their identity. Prostitution, solicitation,
and negotiation of compensation for sexual services ARE ILLEGAL and are not
tolerated. Violations shall result in immediate removal and banning from future
events. Scene professionals may not accept payment, at a SSCN event, for any
services rendered. Normal scene etiquette is required (i.e., Do not interfere
with a scene, do not invade scene space, etc). Please keep conversation, laughter
and comments to a minimum in the play area. Do not monopolize the equipment.
Do NOT join a scene unless specifically asked to do so! Please clean up after
your scene. Leave all equipment free of sweat, blood, other bodily fluids,
wax, toys, etc. Bring bodily fluid concerns to the attention of the DM. Wax,
fire, and scenes involving bodily fluids need prior permission of the DM,
unless a designated area has been set aside for those purposes. Cameras and
other types of recording devices are NOT allowed at any SSCN sponsored event
without the expressed written permission of the Board of Directors, and prior
notice to attendees. Additional House Rules may also apply, depending upon
location, host, and/or other circumstances.
Society of Janus Party Rules and Play Space Protocol (AKA:
SOJ Safe Sex Policy): No food or drink (except water in non-breakable containers)
is allowed in the play areas. No illegal activities - Do not engage in any
illegal activities on the premises. No alcohol, illegal drugs, inhalants or
other intoxicants are allowed unless prescribed by a doctor. Fragrances or
heavy scents of any kind e.g. perfume, cologne, incense, etc. are strongly
discouraged. Guests - You are only allowed to invite four guests to a party.
Your guests are your responsibility at all times. They must arrive with, or
after you, and leave with, or before you. No exceptions. Please watch respectfully
and quietly - Do not participate in loud talk or idle chatter in the play
area. Do not sit on the play equipment or in the playing spaces, unless you
are playing. There are chairs, benches and the floor available for that purpose.
Hands Off - Never touch someone else or their toys, props or other property,
without asking and receiving permission. Unusually loud or otherwise disruptive
play - Inform the Dungeon Monitor or the event's director before beginning
any loud, messy or disruptive play that may affect the players around you.
Wax and/or fire play - Because of the unusually messy or dangerous nature
of this type of play, please obtain permission from a Dungeon Monitor before
you start your scene. Voyeurism is welcome as long as it is discreet and does
not disturb the players; if in doubt, move back. Remember, the primary purpose
of this scene is play. Spectators must always give way to players, even if
it means leaving a room. Experience - The players in the scene vary widely
in experience and styles of play, so don't be quick to judge the play of others
based on your own. On the other hand, if you observe play in which safety
or health rules are being ignored, please inform a Dungeon Monitor or the
Event Director immediately. Safewords - We recommend the use of safewords
when playing together. In emergency situations where outside assistance is
required, our scene safeword is "SAFEWORD". "SAFEWORD"
is our version of 911. Do not abuse or misuse this word! Be Clean - Protect
the play surfaces during your play. CLEAN UP the area thoroughly afterwards.
Leaving the premises - you may not return without notifying the Door Monitor
in advance. No exchange of body fluids is permitted - All body fluids must
be contained within your play area and may not be introduced into the body
of another, or upon broken skin. You must not allow any blood or semen to
fly from tips of canes, whips, or other implements. Barrier protection is
mandatory when fucking, fingering, fisting, or having oral/genital sex with
anyone - male or female. Masturbators also must wear a condom. Safe sex supplies
have been provided for your use. Blood Play (including temporary piercings)
- Instruments that have drawn blood should be disposed of, put away, or cleaned
immediately before being used again. Anything bloodied during play must be
cleaned and isolated to avoid contact with others. Sharps containers are available
for disposal of contaminated needles. Permission must be obtained from DM
prior ro starting any blood play. No scat or water sports will be allowed.
Naked People must sit on sheets or towels (bring your own) when sitting on
public surfaces. Depending upon the location of the even special House Rules
may apply.
If your group would like to have me give this course, email me at: sirbamm@sirbamm.com
Reproduction is permitted by non-profit SM groups for educational purposes
with acknowledgments given to Sir Bamm! All rights reserved.
© 2008
SirBamm!