Personally, I think that the puzzles need to be carried on further than they normally are, at least in amateur adventures. It's all "put the tail on the donkey" kind of things. It should be more, put the tail on the donkey and the donkey does something, but you have to continue with it, make more changes. I don't think adventures should be god games, they don't really work well that way and you're just better off making a god game. I don't think story is everything, either. If that's the case, write an interactive story, but people expect to play a game and that means doing puzzles in adventures. If you think puzzles have to perfectly fit the story you're going to write a very boring game, because how much of puzzle can you write that perfectly fits the story? Write a simulation if you feel that way so you don't make people expect to play a game rather than play with a toy.
If you feel limited then you're not using your imagination. All the player is asking of you is to give him/her a challenge and a good story.