1. this is Exalted. What, exactly, can the players not get into conflict with? the game encourages you to set motivations along the size of, stop death, or conquer creation, and on and on.Safim said:Uuuuuh... I think you are calling bullshit here without having a clue.
First of all I never said that everything needs stats, only the stuff players can get into conflict with. There is a difference for a player whether the storyteller takes a random number of dice, rolls and says "he smacks you good" and the storyteller taking the same number of dice every time the emissary smacks somene good.
2. the players only know you are rolling a random number of dice if you let them. my Players have yet to realize that the mad genius immortal bad guy they are fighting has no stats. I figure he is an imortal genius, and my players are not. anything they come up with he has a plan for. unless it is a really special plan. in this way they keep winning the battles, yet they are having a hard time winning the war, due to the contingiencies in the game.
3. I do not see what stats have to do with anything. they are there as a guidline only. this is a game of epic stories, the key word being story. if you want the emissary to die, let him die. is he  a plot device, yes, but so are extras, and trees, and the fucking sky. all of what you describe, as a storyteller, is a plot device. the players themselves are plot devices. stats have nothing to do with the moss on the trees or the charnell after a battle, yet those are part of the plot as well.