I have been playing a lot of Rogue-like RPGs recently. Basically, those are RPG dungeon crawlers with perma-death. In many of them, there are mechanics/objects that are completely unexplained or documented: you just have to experiment and find out how they work for yourself.
E.g. there is often an "Altar" that one can pray or sacrifice corpses at. The first time a player come across an altar, he might not even know that he can pray at an altar, or know that praying can result in a bad outcome.
I was thinking of adding similar things in my RPG: magical fruits that players can pluck and eat. Different fruits do different things. Some heal you, some are poisonous etc. There is no way to tell except to experiment. I was hoping this (and other mysterious objects) would give players a sense of exploration: finding out strange things and trying them out.
Is this a good idea or pointless "busy work" that frustrates player? Should I instead document the effects of each fruits in the user manual (on a website)?