Skip to content

Using What-If Scenarios Without Confusing Them for the Record

A discipline for alternate-history scenarios: read the documented outcome first, change one variable, stop at one step, and never cite a simulated result.

By Published 5 min read

Reign Creative LLC makes World History Timeline Sim, which this article links to, so we have a commercial interest in it. How we write and check articles.

Key takeaways

  • Read the documented outcome before you play the scenario. Whatever you encounter first is what memory will keep, so the record has to go first.
  • Change exactly one variable and write it down. A counterfactual with three changes tests nothing, because you can no longer attribute the difference to anything.
  • Stop after one step. Consequences of consequences are speculation compounded, and the useful part of the exercise is over well before that.
  • Counterfactual reasoning has a defensible place in teaching: Huijgen and Holthuis argue it can expose hidden assumptions, extend historical imagination and force argument from context.
  • Never cite a scenario outcome, a score or a simulated result as evidence about the past, and keep the invented branch and the documented record in separate sentences when you write.
  • The value of the exercise is the argument you have to make, not the branch you end up in.

A what-if scenario is worth doing under four rules: read the documented outcome first, change exactly one variable, stop after one step, and never cite the result as evidence. Follow those and a counterfactual becomes a decent test of whether a cause was doing real work. Ignore them and it becomes a memorable story that quietly replaces what you knew. If you want the definition and the scholarly debate about the genre itself, counterfactual history and what-if scenarios covers that ground; this article is the practice guide.

Rule 1: The record goes first

Whatever you read first is what you are most likely to retain. So read the documented outcome before you play or write the alternative, and say it in your own words before you start.

This sounds fussy until you notice how often it is violated. Most games, videos and thought experiments present the branching choice first and the actual history afterwards, if at all. That ordering trains the wrong thing. Reverse it, and the alternative becomes something you are holding up against a known shape rather than something filling an empty space.

Rule 2: Change one variable, and write it down

A counterfactual is only informative if you can attribute the difference to something. Change three things and you have written fiction, which is a legitimate activity but not an analytical one.

Write the changed variable as a sentence: "Suppose the harvest of that year had been average rather than catastrophic." Then ask what in the documented sequence depended on it and what did not. The interesting discovery is usually how much did not depend on it — most large outcomes are overdetermined, supported by several independent causes, and removing one leaves the outcome standing.

That is the real payoff. The exercise is a test for necessity, and most candidate causes fail it. The habit of asking which causes were necessary, which were merely contributing and which were background conditions is the same one used in ordinary causal analysis, and it is the subject of cause and effect in history.

Rule 3: Stop after one step

Consequences of consequences are speculation compounded. The first step away from the record is disciplined by everything you know about the situation; the second is disciplined by the first step, which is invented. By the third, you are reasoning about a world with no sources at all.

This is the core of the professional objection to counterfactuals, and it is a fair one. It also marks exactly where the useful part ends. One step is analysis. Five steps is a novel.

What the education research says

Tim Huijgen and Paul Holthuis make the positive case in Historical Encounters, an open-access journal published by the HERMES Research Network. They note that counterfactual historical reasoning is "very controversial" within the discipline itself, then argue from a classroom assignment developed at the University of Groningen that it can be used to "uncover and undermine assumptions, expand imagination, argue and reason from a historical context, ask historical questions and analyse sources."

Notice what is being claimed. The benefit is to reasoning, not to knowledge. A counterfactual does not tell you anything new about the past; it tells you something about the structure of your own explanation of the past, which is why it belongs in the method toolkit rather than in the evidence base.

The Historical Thinking Project's framework helps locate it. Among its six concepts are analysing cause and consequence — treating causation as "complex and multifaceted rather than simple or linear" — and taking historical perspectives, which means reconstructing what people at the time could know rather than judging from hindsight. A well-run counterfactual exercises both. A badly run one exercises neither, because hindsight is exactly what tells you which branch feels plausible.

Rule 4: Never cite the result

The American Historical Association's Statement on Standards of Professional Conduct requires historians to "honor the integrity of the historical record" and to leave "a clear trail for subsequent historians to follow." A simulated outcome has no trail, because there is nothing behind it.

Practically, this means two things. Never quote a scenario outcome, a score or a game result as though it were a finding. And when writing, keep the invented branch and the documented record in separate sentences, each clearly labelled. "In the scenario, the fleet turns back" and "In the documented record, the fleet sailed" are two sentences on purpose.

If you want practice distinguishing record from interpretation on real material, The National Archives in the UK publishes free document-based lessons built around exactly that tension — asking, for instance, whether the Great Fire of London is better explained by "treachery or chance", and what Elizabethan and Jacobite propaganda was designed to achieve.

How this maps onto the app we build

We should disclose the interest: World History Timeline Sim is our own app, built by Reign Creative, and its Time Travel mode is a large counterfactual engine with 2,497 scenarios, alongside 166 what-if matchups in a separate tournament mode.

The structure is what makes it usable under the rules above. Each scenario carries a separate "WHAT ACTUALLY HAPPENED" card, labels speculative results with a "SPECULATIVE OUTCOME" tag, and prints a footer reading "Alternate History Simulation • Speculative outcomes are educational, not factual". Read the actual-history card first — the app gives you the option, and Rule 1 says take it.

One feature needs an explicit warning. The Butterfly Effect Score that the mode returns is computed by counting keywords in the concatenated text of the scenario and the choice you picked. It is a gameplay and teaching device that responds to wording, not a historical measurement of anything, and the app's own result screens describe their scoring as a simple educational model based on your choices rather than a historical measurement. Never write down a Butterfly Effect Score as a result, and never treat a high one as evidence that a branch was plausible.

The wider limits apply here too. The app's content carries no citations and has had no external review, so scenarios are prompts rather than sources. And no app replaces a teacher, a scholarly book, an archive or a primary document; the app's own disclaimer screen says precisely that. More technique writing is collected in the history learning methods hub and the education and brain training section, the app is described on the World History Timeline Sim page, and studying history on your own covers where exercises like this sit in a reading plan.

A worked shape

Take a turning point you have read about properly — the Bronze Age collapse is a good candidate because the explanations genuinely compete. State the documented sequence. Change one variable, once. Ask which parts of the documented sequence still follow and which do not. Stop. Then write two sentences: what the record shows, and what your single change would have had to overcome.

If your answer is that almost everything still happens, you have learned that the variable was not load-bearing — and that is a real result about your explanation, arrived at without pretending to know anything about a world that never existed.

Good to know

Frequently asked questions

Are what-if scenarios actually useful for learning history?
They can be, within limits. Tim Huijgen and Paul Holthuis argue in Historical Encounters that counterfactual historical reasoning can uncover and undermine assumptions, expand historical imagination, and require students to argue and reason from a historical context rather than from hindsight. They also acknowledge that the technique is controversial within the discipline, which is why it needs rules rather than enthusiasm.
Why do many historians dislike counterfactuals?
Because the evidence runs out immediately. Once you change a fact, nothing downstream is documented, so any further claim is reasoning about a world for which no sources exist. The objection is strongest against elaborate multi-step alternate histories and weakest against a single, tightly bounded change used to test whether a particular cause was doing any work.
How do I keep a scenario from contaminating what I actually know?
Three habits. Read the documented outcome first and say it out loud. Write down the one variable you changed. And when you write or talk about it afterwards, keep the invented branch and the documented record in separate sentences, each labelled. Blurring them in a single sentence is how a scenario becomes a half-memory that later surfaces as a fact.
Can a score in a history game tell me whether my choice was plausible?
No. Feedback scores in history games are gameplay devices. In our own app, the Butterfly Effect Score is computed by counting keywords in the text of the scenario and the choice, which means it responds to wording rather than to any historical model. Treat it as a prompt to think, never as a finding, and never cite one.

Sources

  1. Towards bad history? A call for the use of counterfactual historical reasoning in history education (opens in a new tab)Historical Encounters, HERMES Research Network (Huijgen and Holthuis, 2014) — accessed
  2. Historical Thinking Concepts (opens in a new tab)The Historical Thinking Project, Centre for the Study of Historical Consciousness — accessed
  3. Statement on Standards of Professional Conduct (opens in a new tab)American Historical Association — accessed
  4. Education sessions and resources (opens in a new tab)The National Archives (UK) — accessed

About the author

— The independent app studio that builds the apps covered on this site and publishes every article here. On Google Play it publishes as Reign Collective Apps.

We use AI tools to help research, draft and edit our articles. Each article lists the sources its factual claims rely on, and details about our apps come from their live Google Play listings. No article on this site has been reviewed by an independent expert unless the reviewer is named on it.

Spotted an error? Tell us — how corrections are handled is set out in our editorial policy.