The role-playing simulation offers a powerful facility for empathic learning in school history. The computer can play an important part in supporting simulation exercises, which can form a focus for continuity and co-ordination running through study of a particular historical topic. An example of the sort of package which results is THE MICROWORLD OF THE VIKINGS, which permits Viking ships to be sailed around a notional map of the North Sea and North East Atlantic Ocean. By designing simulation support programs which can be straightforwardly modified by users, additional opportunities can be offered, at three levels: at the first, software can be modified to accommodate preferences of the users—localities, events, names might be altered or added; at a second level, the characteristics underlying the simulation may be explored; and at the third level, the structure of its computer implementation can be investigated. Developing these levels of usage however implies a certain trend in curricular movement.