Roleplay choices are certainly personal choices you can make, but for a choice to be something that the game is credited for providing, I feel it really needs to be a choice that the game can acknowledge, and ideally give a variant outcome or some other in-game effect for taking. Many games give tangible choices for the player to make, which impact things, and this is substantively different from elements in a game that are 'things you can decide to do on your own with no acknowledgement'

For example... in BG3 you can make the roleplay choice to never steal from anyone. It's not a 'choice' that the game provides for the player, however, because it's not something the game is capable of acknowledging you doing, and it doesn't cause any tangible effect or impact.

Similarly you can make the roleplay 'choice' not to use the tadpoles... but unless the game can acknowledge that you have chosen not to, and provides some tangible in-game result of you making that choice, it's not a 'choice' that the game provides. It should.