Right. Actively avoiding interesting RP opportunities and conflict to what end? Not have the hassle of the consequences of role playing your character? I really don’t get this. Why would you play a game to avoid playing the game? Playing the game is role-playing your character. Telling the Slaver-Queen off is what you should do with that Ideal. Why play a role-playing game if you don’t actually want to role play a character? Or why design a character with that Ideal if you don’t want to role play a character with that Ideal?
Well, personally I don’t think it should be anyone’s business what a character “should” or “shouldn’t” do except that character’s player. If characteristics are going to be a tool for people to point at to tell other people they’re playing their characters wrong, I’d much rather be left out of the game. That said, if you want a justification for why a character with that ideal would decide not to voice it to the Slaver-Queen, that can easily be done. Real people’s actions aren’t 100% consist with their beliefs 100% of the time (heck, real people aren’t even consistent in
what they believe a lot of the time.) Someone who holds the ideal that no one should ever be changed
might stand resolute in that belief in the face of adversity, but on the other hand, self preservation might win out when the chips are down.
In my opinion the most rewarding kind of roleplay is when the character is put into internal conflict - when they are forced to choose between two or more equally desirable (or equally undesirable) outcomes. That’s the only way you learn who the character
truly is, what they care about when it
truly matters. When this character is put before the Slaver-Queen, they know that telling her what they think of her would put themselves and potentially their allies in danger. Are they willing to risk that to uphold their ideal, or do they sacrifice their ideal for their own safety? It should be up to the player to decide, and what they decide will reveal what the character is made of. That’s the good stuff!
EDIT: Of course, D&D strongly mechanically incentives players to choose their characters’ wellbeing over higher ideals whenever those things come into conflict. That’s why murderhoboism is so prevalent. Offering a Benny for choosing to stay true to the character’s personal characteristics can help players feel like portraying those characteristics isn’t just a sucker’s bet. It should be a difficult choice, and Inspiration
can help make it feel that way.