When you state an action, do not state the result alongside the action. That is the DM's job; likewise, the DM should never override the player's actions. I'll describe your environment, and all of the secrets in a quest will either be hinted at by an NPC, the line itself, or Zelda knowledge. There are not necessarily secrets in every single location.
For example, I might say in the description of a closed room that there's a draft of air coming from somewhere, and if you get closer to a particular wall, it'll feel stronger. If you can't walk through the wall, a bomb would probably blast it open.
To clarify the difference between stating an action vs. making something up, here's a few examples.
- Link throws a bomb at the wall.
- Link blows up the wall with a bomb.
- The wall blowing up is the result. This is determined by the DM, not the player.
Link punches Mido for standing in his way.
Link kills Mido for standing in his way.
Who's to say whether Mido dies from getting punched or not? The DM.
Link smashes a bunch of pots.
Link smashes a bunch of pots and gets rupees.
Pots are really weak and can be smashed easily, so I'm fine with the player determining the end result of them breaking. However, Rupees aren't necessarily in pots.
Link begins his ascent from Kakariko Village to Death Mountain.
Link is goes up Death Mountain and is in Goron City now.
Unless the DM has given you the go to instantly travel somewhere, there's usually stuff in the way preventing such a thing. Please try to avoid instantaneous travel without permission. Bypassing this will seriously screw up the DM and the quest itself.
Link tries to escape from battle! (Rolls Courage vs. all enemies' Wisdom)
Link runs away from the battle! (Uses $remove me and skips the actual action)
The Escape action is there for a reason. You CANNOT bypass it, whether you decide to conveniently go afk or have to leave, in which case someone would proxy you until the battle ends. Death can happen in this game.