Given your own dialogue written here, there is not an easy answer to copy and paste. However, making a simple dialogue system using Twine is not very complicated nor requires much programming language. All you need to know is the use of double square brackets around words and phrases to make links.
For your example, the following could be in a passage:
“Hello, how are you?”
[[“Fine”]]
[[“Not so good”]]
The NPC asked the question and the player could respond through clicking on one of the links created. That’s what the double square brackets around text does: it creates a link for a player. It also, in the Twine 2 editor, creates (if it did not exist) or connect (if it does) one passage to another.
You can think of passages as sections within a story. They might be scenes, places, or even just ways to break up the organization of the story. In this example, each dialogue choice would be its own passage. Putting double square brackets around the text would “connect” the passage to another with that exact name.
In another passage named ““Fine”” (note the double quotes!), you could then have different text for the player.
“Good for you than!”
Using different passages would be one way to cleanly branch around in Twine and write a dialogue system. However, as you mentioned not “want[ing] to have tons of branches on Twine for every choice the player makes,” there is another, slightly more complicated solution called conditional statements.
In Harlowe, the default story format, you can use the (link:)
macro to create a link for a user. So, using the same text, the example might look like the following:
“Hello, how are you?”
(link: "Fine")[“Good for you than!”]
(link: "Not so good")[I’m sad for you]
For more advanced tracking, you might end of wanting to use variables and maybe conditional statements.
My recommendation would be to write it out using different passages because the Twine 2 editor makes it easy to see the connections and paths through the story. Then, if you want to use more code, you can always change it into something more advanced later.