|

WITD 101.36 Finding Your Whip Toe Line63 viewsFinding your whip toe line will provide you a consistent way to finding the starting point (radius) needed between your throwing style and the whip catcher. Finding your whip toe line will prevent being too close and hitting ears, the back of the neck, wrapping over into collarbones, etc.
|
|

WITD 101.36a Controlled Puff61 views@Mistress_Marion for coining the term "controlled puff". This concept while not in my book, WITD, compliments the controlled puffs that transition to effective dungeon play. Learn to throw controlled steps of gradually building intensity. Practice this technique with all dungeon whips. Warmup 1-5, play 4-8. Never reach 10=Never reaching "red". This is adjusted based on feedback from the whip catcher during play.
|
|

WITD 101.37 Reverse Cracks54 viewsReverse cracks are almost useless in the dungeon. Play is always forward in front of the whip thrower. In Sport Cracking slow figure 8s and also fast figure 8s use a type of reverse crack. Unless there is a really annoying DM or voyeur behind you, the reverse crack is useless. This video introduces them so you know what they are, but not a focus skill to learn for dungeon play.
|
|

WITD 101.38 Sport Cracking56 viewsSport Cracking takes a brief look at the skill sets of two whip combination cracking in the air and target cutting. Brief discussion of the Sacred Space concept and why sport cracking in most instances is not appropriate in dungeon spaces. The skill sets and goals for sport cracking are different than play with whips in the dungeon. While some of the skills can be transferred to dungeon play, WITD contends that the 4 techniques taught will move the whip thrower quicker to live contact dungeon play than a sport cracking approach.
|
|

WITD 101.39 Whip Characteristics for Horizontal Throwing58 views@_D_ suggested to drill down further after the WITD 101.19 Characteristics of a Good Short Whip, and discuss specific nuances of well made whips that work for horizontal throwing. Sometimes called east coast swing, this whip style benefits from slightly different builds than whips that work well for overhand styles of throwing. Whips develop a memory as do the whip thrower's muscles. Do not use a whip thrown east coast swing style for overhand style throwing and vise versa.
|
|

WITD 101.40 Communications70 viewsCommunications is key to a great whip scene. Communicating 1-10 controlled puffs, matching with a whip catcher's 1-10 pain scale. Vocal communication: green, yellow & red (safe words), hand signals, foot signals, scarf signal and combinations to ensure explicit consent.
|
|

WITD 101.41 Sequencing Play68 viewsSequencing Play A good whip scene, or any scene begins with a Connection. Warmup skin to even pink or red, buildup-climb the endorphin ladder, cooldown--breathe, then aftercare are all essential components of a good scene. Aftercare not mentioned in this video will have a separate video short.
|
|

WITD 101.41a Aftercare60 viewsAftercare is a consideration in any scene. There are many types of aftercare. Consider the whip catcher coming down from a huge endorphin rush. Water, blanket, sometimes chocolate or a hard candy. Some prefer to cuddle, some prefer to be left alone and have quiet time, some prefer to quietly chat about the experience. Some prefer their primary partner or a friend give aftercare. Whip tops experience drops differently too. Whether giving or assigning aftercare, always consider it in negotiations as a discussion point and an action point following a scene.
|
|

WITD 101.42 In-Betweens67 viewsIn-Betweens discusses the many things that happen in between dungeon songs. One song ends, there is a 30 second to a minute pause before another song begins. Check-in, communicate, change whips, share energy and move it around. Look for a closed throat chakra, gain explicit consent and continue to the next . . .In-Between.
|
|

WITD 101.43 Dungeon Etiquette73 viewsDungeon etiquette discusses protocols for setting up a whip scene in the dungeon. DMs and Tops in the vicinity of play must be notified, safety zones and whip lane or whip circle considered. Dungeon attendees should be considerate and use 6" voices if they have to talk. Whip play is edge play, a whip thrower in Top space is focusing on a singletail moving at 767 mph when it cracks. Distractions can result in unsafe play. A rule of thumb: if social voices can be heard above the music, then the dungeon music is not loud enough. Socializing is for the social area not the Sacred Space.
|
|

WITD 101.44 Edge Play and Drinking74 viewsBullwhip play and any type of singletail play is edge play. Whip tops and whip bottoms should not drink or do drugs before scening with whips. Drinking and standing 4-7' away from a whip catcher and accurately playing with the last 1" of cracker fluff while the whip is moving at the speed of sound is not possible. Stay in the moment, use endorphins and Top space as your natural high. Guest video appearance by Theadora.
|
|

WITD 101.45 Fighting Whips49 viewsWhips can be used in martial arts training and some whip makers have specific builds designed for this purpose. Peter Jack worked with Tom Meadows to develop a build specifically for fighting whips, the latigo y' dago whip. Mistress Mercer has a YouTube video that compares a Peter Jack target bullwhip with a latigo y' dago bullwhip. 101.45 Fighting Whips compares two different latigo y' dago builds. The "Jesus Jack" whip was built in 2009 and over the years Jack has modified his latigo y' dago build. The 44 whip was built in 2020, Peter's 44th year of plaiting. Watch the video to compare the differences between his older latigo y' dago build and his newer latigo y' dago build and see which build would best suit adaptation to your dungeon play.
|
|
|