Touhou wandering chronicles is a real-time Touhou Project tabletop journey built on the self-developed Living World Engine v3(活世界引擎). The story begins after TH14, Double Dealing Character. Its world contains 134 formal character cards, 988 spell cards and 26 registered incidents, bringing familiar faces from Reimu to Zanmu into a connected setting. Earlier incidents are history; later stories remain possibilities to discover through play.
Choose Reimu, Marisa, Sakuya, Youmu or Reisen and begin with an ordinary morning. Tell the GM what you say, where you intend to go and what you try to do. You can keep a promise, visit a friend, shop, investigate a rumour or pursue a different idea. The world responds through its inhabitants, places and changing circumstances, while your character’s words, decisions and feelings remain yours.
Exploration follows a connected map of Gensokyo and the worlds beyond it. A journey across a region or world advances one part of the day; moving between nearby places within the same region does not. Morning, Afternoon, Evening and Midnight shape who is awake, which counters are open and what can be reached. A map link is an invitation to look; actual travel still depends on your choice, an available route and permission to pass.
Danmaku duels use your heroine’s learned spell cards and a limited prepared selection. Read an opponent, choose a technique and spend Furyoku to act; Yoyu measures how much pressure you can still withstand. The GM resolves the world’s response and asks for the rolls or decisions that belong to you. A spirited duel can change a relationship, and the result and its consequences remain part of the story.
In quieter moments, eat to recover Yoyu, drink to recover Furyoku, or visit the book and tool counters. Human merchants use Money and youkai merchants use Soul. You choose what to buy and when to use it. Two ordinary Items and one Story Item can be equipped at a time; carrying more does not add their bonuses. A spell primer is consumed to learn its named technique, and choosing to prepare that technique is a separate step.
Shared experiences can deepen affection and sometimes lead to a personal invitation. Small continuing stories may grow naturally from play, and you can accept, postpone or decline them. When an incident is underway, side stories and their deadlines wait, leaving room for the main investigation. Clues, witnesses and willing allies can help you find a direction without deciding it for you; different approaches can lead to different outcomes.
Meaningful discoveries, resolved dangers and completed stories earn experience. Levels open new choices, while relationships and recorded consequences give the journey its continuity. There is no need to memorise a catalogue before setting out: begin with what your heroine wants to do today, and consult the relevant cards as the need arises.