Also, question: If you're not allowed to control others' characters, and you can't have short responses, how do you have a conversation?
hmmmm that really depends on preference? There's a pretty delicate balance between having gaps between dialogues so you can have a running dialogue that kinda weaves in multiple lines/times at the same time, but that's an old forum rp style and not necessary here.
Spark's replies are a good example of solid replies; there's more than just dialogue, and goes into a little about what the character is thinking and how they are outwardly responding to the scene.
Like you could have a reply like:
"What should we do first?" Examplepelt said. She sat down to wait for Replycat's response.
but that doesn't really say anything about Examplepelt. Do they have an opinion on what to do? Do they trust the cat they're asking? Or are they expecting a disagreement? Adding extra details about how the character is positioned and what they are looking for in the conversation can allow other players to draw inspiration for their own replies (and is a little polite way of saying what direction the starting player is open to taking the scene)
So instead you get:
Examplepelt paused, their paw frozen just above the ground. "What should we do first?" they asked. They were embarrassed to find their voice wavered with uncertainty and looked to Replycat for reassurance. They sat, trying not to show their discomfort, but failing to entirely control their twitching tail-tip as they waited for Replycat to direct the patrol.
which isn't even long, but it gives a little insight into like, what the character feels (unsure of themself), how that emotion is outwardly expressed (uncomfortable tail twitching) and what they expect from Replycat's answer (directing the patrol) and even that they trust Replycat's judgement and would look to them in times of trouble. It doesn't pressure Replycat's response: they can choose to ignore the question, or deflect and force Examplepelt to lead anyways, or they can help. All options are still available to the other player, but this reply gives the other player an idea of how Examplepelt will respond to each type of reply (probably losing trust if they are ignored, but grateful if they do help).
Imagine if the first reply was given, and then Replycat ignores them (if that fits with Replycat's character), and then Examplepelt starts getting upset. The second player will be utterly confused how Examplepelt went from neutral to upset without any context, and might not know how to respond.
Idk I guess a long reply to say: I'm not expecting 1k replies, just a nice explanation of your character in the moment. Enough to give something to respond to and interact with.
E- if ya peep at YewClan, the most recent Heavy x Spottedfur between feather and sand, that's how the weaving a couple conversation bits goes in longer replies. The nice thing about rp is only the actions actually count as a "turn" or a "second", you can have entire parts of inner thoughts and descriptions and that doesn't count as "time". So like, you shouldn't have ten
actions between dialogue parts, but if there's only one action and a bunch of description, it doesn't feel like the other player is losing "time" in the woven dialogue. If that makes sense? But those are basically taking each part of the conversation and addressing them individually, but still cohesively.
E2- both the 1x1's on the fanclans board also have good examples of this style.