So next week I will launch a classic Mutants and Masterminds adventure, "Toys will be toys". The crucial point of the game is that players run through a series of rooms connected by passages. As it is a superhero game, there will be people who go very fast and teleport. For the most part, I do not see a problem, because most rooms include some situations to overcome and some built-in brakes specifically target super-speed or teleportation. However, a play is specifically a labyrinth and I wonder how exactly branch navigation is handled without slowing things down by asking them again and again.
What is a good way to handle this? Do players provide navigation rules and introduce them to what they have learned? Just give them a skills test to determine how long it takes them to get around the maze? To complicate things a bit, the scenario tilts the walls if someone uses super-speed or teleportation in the maze (though that's not immediately obvious unless you follow a map and realize that the labyrinth does not make sense for an immutable two-dimensional layout).
This article offers some interesting ideas for completely skipping a map, but I'm specifically trying to figure out how to get there, step by step, where people usually say something like, "I walk down the hall" and it becomes very difficult. significant if they encounter something at 100 feet in a 200-foot corridor, but the other players potentially have their own story.