Twilight Sparkle: I guess the important thing is that we made it. One way or another.
Applejack: Alright, now where’s that thing that dragged us all down here? One o’ them Diamond Dogs, right?
DM: Actually, your mystery assailant is nowhere to be found. The group is alone in the cavern. It’s brightly lit, and you can see that the part you’re in is just one tunnel connected to many other tunnels. Many different entrances are available from your position, leading in all different directions through the earth. In other words… You are in a maze of twisty little passages, all alike.
Spike: NOOOOOOO!
SFX: (CREAK…)
Rarity: Good heavens! What in the world- Oh, is it just Spike again? Carry on!
One of this comic's inspirations is Darths and Droids, naturally, but one of my personal inspirations is Irregular Webcomic!. And while I'm way too young to have played the original adventure games that coined "twisty little passages, all alike," I was first exposed to the phrase via IWC. For whatever reason, I guess it stuck with me.
The best subversion of a "Twisty Little Passages, All Alike" sitch was when we were in a huge mansion fighting our way out.
The team combined our available explosives on hand and we blasted holes in a straight line through the walls until we got out. XD
Messy, but it worked.
Also, I finally got my idea for a guest comic! Yay!
I had an actual mapped out Tesseract dungeon to use on my players. The rooms were laid out like a lavish manson and some of the doors were hidden.
The campaign halted before I implimented it though, which is too bad because the encounters were inspired by castles found in Disney films. :3
(Nothing says "WTF" like a Challenge Rating 13 dinning room mini-boss).
I had one GM run us through a tower where the doors were all one-way, so the only way to keep track of where we were was by mapping it out as a directed graph.
Oh, and all the doors had three states based on some... buttons or something? Something you could do to the doors. And most of the rooms had three to five doors. It was completely insane.
"Because he tasks me, he tasks me. Round the moons of Snivia, I chuckle at thee. Beyond the corpulent clouds I chuckle more at thee. Revenge is a dish with pinto beans and muffins. Kirk o friend of mine...oh sorry. Goodbye."
I once did "Little twisty passages, all alike"- but they were literally all alike. It was just walls layed out in a repeating grid pattern- as soon as the players started mapping it out, they had no trouble getting where they wanted to go. Makes sense, as it _was_ supposed to be a city's sewer system. Don't want your plumbers getting lost, after all.
I once ran my players through an abandoned research facility for a modern game. My players started collecting the evacuation maps from each building because they made decent maps to follow.
Except the maps didn't show secret rooms, of course. So there was still some work to be done.
And the original game from whence 'Twisty Little Passages' comes from.
See, there's actually TWO mazes. The first is the Maze of Twisty Little Passages, All Different. This one has rooms described "You are in a maze of little twisting passages, all different" or, "You are in a twisting maze of little different passages." you get the idea. The OTHER maze, the room descriptions were all identical...
Not quite old enough to have played zork as a child, but I loved our Tandy Color Computer. Dungeons of Daggorath, Rogue, Sokoban(hate it now), and a few others.
During one particularly drawn out game session, my party and I were trying to infiltrate a keep owned by a cult of the god of undeath.
We didn't have a rogue, so the 'rogue duties' were distributed between the characters. The sorcerer handled all the charming and bluffing, the dragon born bard handled trap checks and my character handled everything else.
My character, a lawful neutral ranger, was a true master of stealth and she filled the role of sneaker, outdoor survivalist and sniper.
My ranger had snuck into the keep and was going to unlock the gate for the rest of the party to get in. She had a total bonus of 15 to stealth checks. Easy enough, right?
She decided however, to mitigate the number of guards we would have to deal with. I had her prep to slit a few throats since, being lawful neutral, she had judged these evil cultists to be guilty of murder (Since she'd witnessed them killing innocent people in the street anyway) and got her knife out.
The DM had me roll a stealth check... Our DM has a house rule though, of keeping a natural 1 on skill checks being a disastrous failure, even though natural 20s had no such benefit.
So what else do I roll then, at this critical moment, but a 1?
Our DM tends to embellish when it comes to critical failures, describing just what went wrong.
'You step in a mop bucket and slip, falling over and causing a large amount of noise!'
I asked if the sleeping guards heard me.
The DM rolled a one and sighed 'They're all heavy sleepers.'
So I rolled my stealth check again in order to stay quiet while I prepare coup de graces against these cultists...
Another 1.
'Guess what? There's ANOTHER mop bucket you step in!'
This next time, he rolls sufficiently to wake the guards.
My ranger ran for the corridor outside the barracks only to slip on the soapy water spilled by all the mop buckets turned over.
The irony was that in so slipping, she slid all the way down the corridor, out the window and landed safely in the mud outside, albeit screaming all the way.
The moral is twofold...
Never trust your greatest skill to carry you all the way and NEVER trust mop buckets...