For some reason, I've been having an urge to play some games or custom maps for games based around being a prisoner pulling off a prison break (whether crafting or clever map design is involved). It's like the ultimate MacGuyvering game, since your only real means of getting things done involves only the local materials/elements/people, and wits (You don't need to be in prison either. You're mysteriously captured, you know nobody is going to save you, so you're your only way out.). Basically, consider it like playing Prison Architect or Dwarf Fortress, then taking control over a prisoner, and attempting to break out of it. It works like an action/puzzler/RPG game of sorts. Even lazy cases of it (mainly because of the limits of the type of game) like some Duke Nukem and Doom SP/MP-CO/Simple Story (basically another reason to run around shooting things) levels I played were even, if not the best written story, still a fun level to play nonetheless (I mean, I even have a savestate of Chrono Trigger for just breaking out of it (Even using Cheat Engine to modify it to make even New Game+ more fun.)).
EDIT:
I just remembered, I have Chronicles of Riddick: Escape From Butcher Bay/Dark Athena. That's always an option.
EDIT EDIT:
That would make an awesome way to begin DF Adventure Mode. Start as a random prisoner of any locations (Using Legends as a reference) one is currently jailed/chained/caged. What species are you (Dwarf, Elf, Goblin, etc.; Hell, even random wild animal caught)? What's the motive of capture? (Prisoner raiding a fortress (thief), prisoner of war (Siege or ambush which resulted in getting caged), Local disturbance (Resident that got a little too rowdy at a tavern or something), Political prisoner (Some noble wanted you out of the picture for a selfish gain), unlucky animal caught in a trap, either to be eaten later, or someone's eventual pet (Which can explain why cats choose their masters).)
Basically, it's more determining just how difficult post-escape would be (Just how feared by the public pre- and post-escape are you? Should the public be worried about you?), and can also provide a motive/mission upon escape (Like clearing your name, or paying off a debt) to prevent an "And now what?" kind of indecisiveness that usually kills an adventure.