So, I'm going to be running a classic Mutants and Masterminds adventure next week, "Toys will be Toys". The crux of the game is the players racing their way through a series of rooms connected by passageways. Since this is a superhero game, there is going to be people moving at super-speed and teleporting. For the most part, I don't see an issue because most rooms include some situation that needs to be overcome, and there are some built-in brakes in some rooms that specifically target super-speed or teleporting. However, one room is specifically a maze and I find myself wondering how exactly one handles navigation of the branches without slowing things down to a crawl by asking them over and over again.
What's a good way to handle this? Have players provide navigation rules and present them with what they learn? Just give them a skill check to determine how long it takes them to bypass the maze? Slightly complicating things, the scenario has the walls shift if someone uses super-speed or teleportation within the maze (although it's not immediately apparent unless they're tracking a map and realize the maze doesn't make sense for a 2-dimensional unchanging layout).
This post has some interesting ideas for skipping a map entirely, but I'm specifically trying to figure out how to go about doing this in play-by-post where people typically say something like "I walk down the corridor" and it becomes very significant if they run into something 100 feet down a 200 foot corridor, but the other players have their own narratives potentially going on.