name: loop description: A mini-argument inside a beat — a sequence of 3–10 slides that defends one defensible point.
Loop
A loop is a mini-argument inside a beat: a sequence of 3–10 slides that together defend one defensible point. The loop is where most of the actual arguing in a deck happens.
A loop has three parts:
- Premise. What the audience is invited to consider.
- Build. Evidence accumulating toward the point.
- Close. The point named, often as an action title on a synthesis slide.
A deck is a sequence of loops, grouped into blocks, wrapped in an arc.
Common loop patterns
- Logic Chain — premise → step → step → conclusion.
- Pattern Hunter — examples → pattern named.
- Aha Moment — setup → reframe → payoff.
- Tale of Two Worlds — current state vs desired state.
- Question and Answer — question raised → answer delivered.
See the loops catalogue for ~30 canonical patterns.
Loop-level decisions
- Which loop pattern fits the local Claim?
- How many slides does this loop need? (3 minimum, 10 maximum, 5–7 typical.)
- Where is the turn — front-loaded (headline-first) or back-loaded (dramatic)?
- Does the loop close with a synthesis slide or roll into the next loop?
Failure modes
- Loop without close. Builds, builds, builds, then moves on. The audience never receives the point.
- Loop with two points. Should have been two loops. Split.
- Premise without payoff. A premise slide whose loop never resolves.
- Loop pattern mismatch. Using Pattern Hunter when the data is one big number — kills the rhythm.
Canonical phrasing
A loop is one defensible point, set up, supported, and closed. If you cannot say the point in one sentence, the loop has not earned its place.