When it's a question that concerns the community at large, Centrus, and not just the moderators, I will not put it in the modmobile. If the aim of this thread were to get my grade changed or differentiated, then yes, I would put it in the modmobile. But that is not my goal: my goal is a community-wide understanding of proper etiquette and good-use rules of dialogue-writing are.
It seems to me, though, that there lies a distinction between RP-writing of our style and book-writing. From what I gather, the two methods aren't too far separated, at least in format and style. When it comes to plot and character development...yeah, I can see how things would be a lot different (after all, I'm in the process of developing Venus' character into something more fit for a novel than an RPG). There is also a distinct difference in storytelling between novels and RPGs, especially on multi-person quests.
For plots, the difference is obvious: a novel's plot is its thesis statement, such that everything in the novel revolves around the development and progression of that plot. Character development, narration, descriptions, actions, events, and even character selection are all derived from the story that is being told, and in a good novel (according to most modern schools), will all point to it. Because of this, it is essential for a novel to have the plot firmly established before it is written--either that, or the writer must remember everything they've written and remember every detail so that as they write more, they can apply those things and demonstrate their significance.
For roleplaying, it seems, the plot tends to not take nearly this prominent of a position. This is due, in part, to the segmentation of the writing between the various players, and also to the fact that a number of players don't set out to establish the plot to their quests before they start writing them. There is also the fact that for most players, there is no overarching plot that runs through all of their quests, and if these plots do exist--at least on subplots--they don't have an established endgame. This is to be expected, because RPGs don't typically have an ending date in mind when they are begun. So while there are plots, they typically "happen" in roleplaying quests instead of being purposed and driven. Thereby, the writing for roleplaying tends to be a lot more helter-skelter.
In terms of character development, as pertains to novels, the only details purveyed about characters are those that are relevant to the plot and the rest of the story. There are two methods for this: direct characterization, in which the narrator explicitly states traits and characteristics of a given character. However, the more popular method for characterization is implicit characterization, where a character's traits are expressed through their actions and statements. In part, the popularity of this second method of characterization is based more in its greater effectiveness in memorably portraying the characters; this means that a character's conversation with another will do a better job demonstrating their short temper than if the other were to outright say how short their temper is.
Again, as relates to novels, characterization tends to revolve around only those details which are pertinent to the story being told. While good authors can generally answer just about any question about any one of their characters, and tend to have the most elaborate backstories for them, when it comes to novels, the overwhelming majority of details about a character are left out. If an author is writing a novel about a character's involvement in a murder, including details about their weekend trips to their grandmother's as a child where she would feed them tea and cake would hardly be appropriate (unless the plot somehow hinges on this). By the same token, a character's trivial conversation with the barrista who prepares his latte before a meeting where he gets a big promotion would be just as pointless to include in a novel. There's also the fact that characterization in novels tends to be incredibly controlled, to the point where the growth of dynamic characters tends to follow an incredibly explicit path and they turn into exactly what the writer wants them to turn into.
In a roleplaying setting, though, there is usually not much to dictate which pieces of characterization are suitable to include and which ones aren't. It is generally an accepted practice to include as much detail about your character as possible and to develop them as deeply as humanly possible. Seeing as how the most popular means to accomplishing this is through implicit characterization, it follows that the majority of non-plot-driven writing in a roleplaying setting would revolve around a character's thoughts, actions, and interactions with other characters. One of the prime examples of this that I can give is a conversation that Dien had with Sekai not too long ago in the mainplot quest [
link - starts midway through her post and goes into mine on the next page]. Note, if you will, how that is about eight pages deep of dialogue; scripted, raw interaction and development between two unique characters. When it comes to cooperative interaction and development, the most efficient way for two players to use their characters is through dialogue.
What I'm addressing and directing my thoughts towards is not necessarily the grading system: what I'm directing my thoughts towards is the standing stigma that a lot of dialogue is bad. But in group quests or posts where there are a lot of characters, dialogue is actually the best and most appropriate course of action a writer can take. Indeed, the more characters there are in a given quest, the more prevalent dialogue ought to be.
*exhales, and then goes to do homework*