Wushu really turned my brain inside out. Prior to that, I had, without really realizing, both played and ran games with this underlying notion that realism (given the nature of the game world you are in) should guide rulings and ad hoc choices. A ruling was “just” and “fair” if it “made sense” within the confines of the game world. Wushu’s opening pages addressed this head on, with examples of why realism needed kicks in the face to make the ideas behind Wushu play work. Rulings worked when they followed narrative and style, not the laws of physics/magic. Wushu wasn’t the first game to say such things, but it was the first one I encountered.