I'm just the opposite! I'd like to roll my knowledge Hist/Religion skills and see if I know any cool lore about the statue. Its pint sized so its probably a dwarf deity (not dwarven but dwarf like the egyptian god Geb or other deities) or its the god of cannibal haflings or something known to file their teeth.
I'd figure that since the oranges are dried and at its foot, but not in a protective container they would have mildered if gotten wet or been eaten by rats or insects. So I would figure the obvious sacrifice could not have been made that long ago, probably by someone expecting to pass. If I could I'd try to do some tracking to see where people had been, as well as use Detect Magic on the door and the statue to see if there was anything unusual about the statue. If there was I'd be looking for traps, and still-I would even if it was mundane. I'd try the door next, and if it didnt open, I'd see about whether offering some more fruit or items to it might make it open or a UMD check.
And lastly, since the statue is so small, well, I'd try to pry it from the floor to salvage the 'artifact' on the way back out.
I love being the forbidden loremaster, scholar-adventurer type. I love divinations as well, and working to gain that next scrap of information that adds to an ever unfolding picture. I dont just like examining things, I like talking to people too, writing letters, and poking around in dangerous places. I think a lot of CoC as I've experienced it has rubbed off of me, albeit I played PbP and DnD first.
At the same time, I dont like pixel biching and 'lets play guess what the DM is thinking' which is very different actually. You have to be careful, because often what SHOULD be 'obvious' isnt, and what you think will be very tough will be figured faster than you think. PUSH come to shove, a PC might be smarter than the mundane playing them, so if you
really need to-allow an Int or Knowledge check to help things along if its as simply as bypassing a door. Bigger campaign spanning stuff, and larger mysteries however shouldnt be so simple as a single check, unless you've just come to a point at which they've already recieved
all the information and the conclusion drawn is critical to knowing where or what to do next or how to approach it. But ONLY if they cant reach a conclusion, now, if they reach an incorrect one-you could either make it so, and reward their creativity, or just roll with it and let happens what happens.
What I CAN agree with, is the fact that you should talk to your players about what kind of game they expect first, and try to deliver something to everybody. I think 'what do you do?' and 'What do you want to do?' are extremely similar, if not the same. I do sometimes prompt PCs for a response, letting them know my narration or description is complete-but really when the PCs reach that statue, they
should probably do what they wanted to do in the first place-even if that was only as simple as 'I find the statue slightly unnerving, but go ahead and try to open the door.' Ideally I think, players simply attempt
do things and the DM tells them the result or consequence of their actions.
On a side note-the statue COULD just be fluff or atmosphere, but Law of Conservation of Detail says otherwise (which is somewhat metathought). Its obviously important, or if the object itself isnt, its prescense or that of the oranges is important in that it means, implies, foreshadows or hints at something making it a device.
http://tvtropes.org/pmwiki/pmwiki.php/Main/TheLawOfConservationOfDetail
Well, you have to take the player's expectations and interests into account, not just your own. Why does the player need to be lead by the hand? Many reasons, but it could be he is bored. To be engaged, you have to be motivated. Some people don't really care about the minutiae you described in that example;
I don't know if that kind of thing is common in your games, but if it is, I would be player two. Why? Mostly because I wouldn't give a rat's ass about the statue. I don't care how the dried oranges might interact with the statue or whatever else you had in mind. All I want is to get by this statue and door with a perception check and/or a thievery check. Actually, if you let me know that a failed check sounds the alarm, you have my attention. If you expect me to solve some kind of puzzle, I'll leave the room for a beer and hope somebody else solved it by the time I am back. When I want to do a brain teaser I do a sudoku or crossword puzzles (I really do!).
Personally, I like two things more than any other about D&D: Nail Biting fights and interacting with other PCs and NPCs. I want interesting villains and allies and then I want to interact with them until it leads to battles that I feel invested in. All of my best D&D memories are wacky quotes from crazy exchanges my PCs had with the other PCs and NPCs or awesome moments in a battle (both awesomely good or bad). None involve a tree with dried apple and no enemy in sight. There is no tension in this scene; There is only the possibility of screwing up if you don't conform to whatever the DM decided was an acceptable course of action. Yawn.
I don't like puzzles; they usually are much better in the DM's eyes than in mine. And I really hate to get bogged down in details.
That's my opinion. Other people focus on different things as is their right. But understand this; just as you are thinking that you aren't dealing with an ideal player, the player is probably thinking he is not dealing with an ideal DM.
If you got one or two puzzles fans in your group, feed them this statue bit and adress mostly them. Just make sure it is quick and to the point in order not to bore the others and then move on to something that engages them. You have to give the people what they want. And there damn well better not be another 'what do you do' scene behind the door! And if NONE of the players feel engaged by the kind of situation you described, stop doing it altogether.
PS: 'What do you do?' isn't nearly as important as 'What do you want?'. IMO, anyway. 'What do you do?' when I am in a situation I don't care for in the first place isn't that useful. If you'd ask me what I wanted first, we wouldn't be in this bind!