hausboy
Posts: 2360
Joined: 9/5/2010 Status: offline
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Great thread, LadyPact. I was a DM at several spaces, and here's a few things that came to mind: 1. Knowing the weight/stress limitations of the equipment. There were plenty of times where we had equipment break because the weightload was either too much or improperly loaded. I'm not being glib or funny here--no one got injured, so we were fortunate. But if you know the limits of what the equipment can hold, you can tactfully direct them to a different piece of equipment that might serve them better. 2. Knowing how every piece of equipment works. I can't tell you how many times I was asked : How does this work? Fortunately....I had been given an in-service ahead of time. 3. Decorum and etiquette: knowing how to interrupt a scene....without interrupting a scene. It's sort of like teaching bedside manner, it's a lost art. There are many discrete and sensitive ways to let the top/Domme/Dom know that they are doing something against the rules/unsafe/etc. without bringing any attention to them (saving them from embarrassment) and not alerting their bottom/sub to the issue (which could be not only embarrassing, but cause the bottom/sub some anxiety/be distracted, esp. if they are a new couple) The best DM's I knew could do it so discretely and quietly, you'd be watching the whole scene and never anything was wrong. It also applies to being able to tell folks nearby who aren't playing to shut the hell up....in a manner both respectful and proper. 4. Knots How to tie them properly....and untie them quickly. Many new tops won't often admit to not knowing this skill--but it is something that occasionally a DM would be asked to assist. And knowing how and when to just cut the damn thing off and worry about the pissed off top later. Every DM should have a good knife for such purpose. I also ALWAYS carried two types of handcuff keys--single lock and double lock. Once in a blue moon, an embarrassed top would come to me and whisper in my ear that they lost their handcuff key. 5. This isn't a skill--but I'll toss this in under the category of my two cents: at one party space, the DM's wore armbands similar to MPs in the military. They fit in with the motif, and made us easy to spot when needed. 6. The responsibility Especially when working a night when there aren't many regulars and lots of novices/new people-- the DM's job is a responsible one--socializing should come after the shift, and only stop to watch the hot scene if you know there's nothing else going on you need to keep an eye on. Roving through the dungeon so that anyone can find you when they need you, and you can keep tabs on what's happening.
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