this depends on the type of game, but for better organization, you can use Objects as broader 'verb categories' with their Verbs as (sub) options within those broader categories:
player (Player Object)
-> character (Object)
->-> information~stats (Verb)
->-> equipment (Verb)
->-> appearance (Verb)
->-> magic (Verb)
->-> items (Verb)
->-> skills~perks (Verb)
-> Actions (Object)
->-> explore (Verb)
->-> travel (Verb)
->-> steal (Verb)
->-> jump (Verb)
->-> fly (Verb)
->-> search (Verb)
->-> buy (Verb)
->-> sell (Verb)
(brief example in partial code)
object name="player">
<object name="character_button">
<alias>character</alias>
<inventoryverbs type="simplestringlist">information~stats;equipment;appearance;magic;items;skills~perks</inventoryverbs>
</object>
<object name="action_button">
<alias>action</alias>
<inventoryverbs type="simplestringlist">explore;travel;fight;steal;jump;fly;search;buy;sell</inventoryverbs>
</object>
</object>
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as a game maker, you should have a way of seeing all of the Verbs (and etc game stuff) possible, in case the player gets frustrated, such as a Command, if they can't figure it out, either directly giving the answer, hints, or hints+then an answer.
if it has to do with 'HOW TO PLAY', then you got to let the player know this, obviously
if it has to do with solving a puzzle, if you want them to have to guess on 'OPTIONS TO TRY', that's fine, but have a backup in place, to help them if they can't figure out what are the available options to try, in order to try to solve the puzzle. And lastly, you might want to provide them with the solution to solving the puzzle too, as a last resort for them.
make an informational (about the game, what can be done in the game, how to play the game, 'game~player controls: F-key for moving forward, A-key for attack, etc-key', etc etc etc) system
make a hint system
make a solution system
(optional) make a cheat system