Feng Shui is more story/drama driven than dice and rules driven, and you only need 2 d6. It's great when you know the game world, but that isn't always necessary. Setting is not always relevant.
Rules can be bent. My house rules are simple and I try to state them at the beginning of the game.
1) If you can impress me, I may ignore the dice rolls. In fact, I may not even bother with dice.
2) If you amuse me beyond belief, ditto.
3) If you decide that your character (the Everyman Hero) is going to take his newly acquired gun and pull a Jack Burton by shooting straight up in the air to get people's attention ... you're going to get the same result. (Big Trouble in Little China is one of the movies that sort of inspired the game).
4) We're here to have fun. If 20 minutes of the game is spent with two people talking and interacting in Character and the rest of the group is watching in awe/laughter/with rapt attention, that's part of your movie.
Handcuff tricks, unique usage of eating utensils, and partly insane knowledge of the future are just part of the fun.