Done! New avatar, AND a weird signature/Title! You made me lose my icon as a fellow pasuist, you better be grateful >:c
SCENARIOS
Surprise! It's not spells!

Anyway the original Pdf DOES have a "How to make a scenario" but it's very very silly. It's basically a thing full of points, bonus lives, and cut in stages.
I DO understand the desire to look as much as possible like the original Touhou games, but really? Points and stages in an rpg? What?
I may not be an expert, but here's how to make a fun playing session without actually having a whole ''To do'' plan prepared.
1) The Incidento! : Basically the bread-and-butter of Touhou, it's the story of someone who does something and it somehow pisses some people off, but not everyone, so people fight and shit happens. Yeah, it's the basic scenario, but here's how it should happen if you do decide to make a pre-made incident;
- Do not start the day/game as the start of the incident and give a briefing and go ''Now you guys solve this!''. You must start the game as any other normal game would, then show in a subtle (or not) way the effects of a weird incidents, making players decide whether they solve it, prevent people from solving it, or just do other stuff.
- Encourage players to participate by making it worthwhile. Nobody wants to risk their asses to solve some dangerous incident if the reward is just ''Well, that's done, so bye bye!''
- Don't have a pre-set reward unless they're useful in general or make a lot of sense. Nobody wants to finish an incident, get a reward then realize that, would you just look at that, it's completely worthless to their character. Either give multiple reward options, or just make the one who gives them out make the players suggest what they'd want. It's not that hard, really.
- Don't push the player toward the right direction constantly, AKA don't hold their hands like you were their mom. Gensokyo isn't that huge, let them figure it out.
2) The DIY Incident
That one is tricky, because you can't choose that. The players do. Either one of them makes an incident, and the others stop him, or vice versa, or they all team up and NPC attacks them, basically, a or multiple player(s) will cause an incident. It can be really fun, and a battle between two players for a battle that has great implications is insanely exciting for all of you competition fans. There aren't rules, but rather things to avoid.
- Not being successful isn't failing, because chances are, if your incident would flat-out destroy Gensokyo, I can think of a few HAX characters that will go tell you personally how they feel about it. Think of creating an incident as a strategical survival as long as you can.
3) The Regular Day
Why not? Gensokyo isn't ALWAYS incidents, for Various Shinto Gods' sake, let the players have a few days of normal-ness where they can just do whatever they want for fun. Not only can that end up in a DIY incident, but it can cause some great character development.
Please note that those are suggestions and recommendations, not an absolute code of conduct. If you want to handle things differently, or end up hosting a game with players who have a strong preference for a thing or another, don't push that specific part in their faces while yelling ''YOU BROKE DAH RULEZ''. The whole goal is to have fun, and fun can come out of any of those 3 scenarios.