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What I tell you three times is true — “The Hunting of the Snark”, Lewis Carroll
Three. 3. III.
No matter how you write it down, threes show up in speeches, in slogans, and most definitely in stories. Wikipedia informs us that the importance of this number extends to fields as varied as government, photography, and economics.
One reason that threes have this power for us is that we are predisposed to recognize patterns, and three is the bare minimum of instances needed to form a pattern. Or, as Ian Fleming’s villain Auric Goldfinger put it:
âOnce is happenstance. Twice is coincidence. The third time itâs enemy action.â
Some common Examples
Here are some well-known examples of threes showing up in:
- Slogans and sayings
- âLiberty, Equality, Fraternityâ
- âTruth, Justice, and the American Wayâ
- âSee no evil, hear no evil, speak no evilâ
- Groups of people or characters
- Caesar, Pompey, & Crassus; Lenin, Stalin, & Trotsky; Moses, Aaron, & Miriam;
- Three Little Pigs, Three Bears, Three Billy Goats Gruff;
- Three Stooges, Three wise men, Three Musketeers
- Language itself
- First, Second, and Third Person;
- Past, Present, and Future Tenses;
- Subject, Verb, and Object
An example from a master
Take a look at how Aaron Sorkinâs character, wordsmith Toby Ziegler uses the power of three when admonishing the White House staff sbout a leak
In case you missed them, here are the ways he employs the power of three:
- Weâre a team
- We win together; we lose together
- We celebrate and we mourn together
- Defeats are softened and victories sweetened because we did them together.
- (Pause)
- Itâs great to be in the know;
- Itâs great to have the scoop, to have the skinny
- To be able to go to a reporter and say, âI know something you donât know.â
- (Pause)
- Iâm not gonna have a witch hunt.
- Iâm not gonna huff and puff.
- Iâm not gonna take anyoneâs head off
- Iâm simply gonna say this:
- Youâre my guys
- And Iâm yours
- And thereâs nothing I wouldnât do for you.
Shakespeare, Shakespeare, Shakespeare
Not to take anything away from Aaron Sorkin, but letâs see how The Bard does it. Shakespeare employs the Power of Three in a host of ways.
In speech:
âOh that this too too solid flesh would melt, thaw, resolve itself into a dew.â Hamlet is expressing the same idea three ways, as Mark Antony does in his famous âFriends, Romans, Countrymenâ, or as Macbeth does in his simple repetition of âTomorrow and tomorrow and tomorowâ. Simple, yes, but powerful.
Shakespeare uses a three-fold repetition in dialogue as well as monologue. Hereâs an example from Julius Caesar:
Act I, scene 2
Soothsayer. Beware the ides of March.
Caesar. What man is that?
Brutus. A soothsayer bids you beware the ides of March.
Caesar. Set him before me; let me see his face.
Cassius. Fellow, come from the throng; look upon Caesar.
Caesar. What say’st thou to me now? speak once again.
Soothsayer. Beware the ides of March.
After all that, you get the idea that the ides of March is going to be important.
Threes also show up in Shakespeareâs plots. In Macbeth, we of course have the three witches, but also the encounter in Act IV, Scene 1 where the witches conjure three apparitions that offer up three predictions. The apparitions also use the power of three when making their predictions which are, needless to say, fulfilled in the Ending Payoff.
In The Merchant of Venice, Portia has three suitors who are given the task of solving the riddle of three boxes.
Other masters of language
Story writers are not unique in using the power of the number three in the written or spoken word. Governments and public speakers provide us with numerous examples:
- The American Declaration of Independence:
- âLife, Liberty, and the Pursuit of Happinessâ
- âWe mutually pledge our Lives, our Fotunes, and our sacred Honor.â
- Abraham Lincoln:
- âWe can not dedicate â we can not consecrate â we can not hallow â this ground.â
- âGovernment of the people, by the people, for the people shall not perish from this earth.â
- âWith malice toward none, with charity for all, with firmness in the right as God give us to see the rightâ
- George Orwellâs Sacred Plrinciples of INGSOC (1984)
- Freedom is Slavery;
- War is Peace;
- Ignorance is Strength
- Benjamin Disraeli
- âThere are three kinds of lies: lies, damned lies, and statisticsâ
- Sir Winston Churchill
- âThis is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginningâ
- âNever before in the field of human conflict was so much owed by so many to so fewâ
- Gen. Douglas MacArthur
- âDuty â Honor â Country. Those three hallowed words reverently dictate what you ought to be, what you can be, and what you will beâ
- Gaius Julius Caesar
- âI came, I saw, I conqueredâ
- “All Gaul is divided into three parts, one of which the Belgae inhabit, the Aquitani another, those who in their own language are called Celts, in ours Gauls, the third.”
The Three Movements of Story
The most obvious use of the Power of Three in stories is that we think of them as divided into three parts: Beginning, Middle, and End. This is the âthree act structureâ you hear so much about, and it goes all the way back to Aristotle.
In Story Grid, we call these three divisions the Beginning Hook, Middle Build, and Ending Payoff. Hereâs the way Shawn Coyne explains these terms in The Story Grid: What Good Editors Know:
Itâs very useful to remember that the BEGINNING is all about HOOKING your readerâŚgetting them so deeply curious and involved in the Story that there is no way theyâll abandon it until they know how it turns out.
The MIDDLE is about BUILDING progressive complications that bring the stress and pressure down so hard on your lead character(s) that they are forced to take huge risks so that they can return to ânormal.â
The ENDING is the big PAYOFF, when the promises youâve made from your HOOK get satisfied in completely unique and unexpected ways.
STORY distilled isâŚHOOK, BUILD, PAYOFF. Thatâs it.
Now, thereâs no a priori reason we should think of stories that way. There are methods that teach 4-act, 5-act, 7-act structures, and writers find them useful. Shakespeare in particular is known for using five acts. In the final analysis, however, these methods are overlays on top of the three basic âmovementsâ (Iâve stolen that label from fellow Story Grid Editor Valerie Francis).
This way of thinking in terms of Beginning-Middle-End is not just confined to stories, but seems to be a ubiquitous human trait
- Religion:
- The Greek myths have the Three Fates: Clotho, who spins out the thread of life; Lachesis, who measures out the length of thread; Atropos, who cuts it. Beginning, Middle, End.
- The Hindu religion has a triple deity known as Trimurti, consisting of: Brahma the Creator; Vishnu the Preserver; Shiva the Destroyer. Beginning, Middle, End.
- A chess game is divided into
- the Opening, where the pieces are developed for the battle ahead;
- the Middle Game, where most of the action takes place;
- the End Game, when most of the pieces are off the board and the final battle takes place.
- And Christopher Priest tells us :âEvery great magic trick consists of three parts or acts.
- The first part is called ‘The Pledge’. The magician shows you something ordinary: a deck of cards, a bird or a man. He shows you this object. Perhaps he asks you to inspect it to see if it is indeed real, unaltered, normal. But of course⌠it probably isnât.
- The second act is called ‘The Turn’. The magician takes the ordinary something and makes it do something extraordinary. Now youâre looking for the secret⌠but you wonât find it, because of course youâre not really looking. You donât really want to know. You want to be fooled. But you wouldnât clap yet. Because making something disappear isnât enough; you have to bring it back.
- Thatâs why every magic trick has a third act, the hardest part, the part we call ‘The Prestige’.”
And a story is certainly a kind of magic.
The Threshold Guardian
Sometimes a hero has to fight a threshold guardian. Sometimes the guardian requires a password.
But sometimes they pose a riddle. The Sphinxâs famous riddle in the Oedipus myth has three parts: âWhat goes on four feet in the morning, two feet at noon and three feet in the evening?â
Instead of one riddle, the Guardian may ask three questions, as in Monty Python and the Holy Grail.
(By the way, the answer to the Sphinxâs riddle is âManâ, and the last capital of Assyria was Nineveh. Youâre on your own about the swallow.)
The Three Trials
Shawn Coyne recommends that you put your protagonist through three trials. He didnât pull that number out of a hat. Once again, itâs about the power of three.
The Three Wishes granted by the genie or talisman is a classic example of three trials, best exemplified by the short story âThe Monkeyâs Pawâ.
William Goldmanâs The Princess Bride is a masterwork in employing the power of three. Consider:
- In order to save Buttercup from her kidnappers, Westley (AKA The Dread Pirate Roberts) must
- Best Inigo Montoya at swordplay;
- Render Fezzik the Giant unconscious;
- Outwit Vizzini in a deadly game.
- Having done so, he and Buttercup now flee from Prince Humperdink into the Fire Swap, where they must avoid:
- The Fire Geysers;
- The Lightning Sand;
- The ROUSs (Rodents of Unusual Size).
- Unfortunately, the couple canât evade Humperdink. Buttercup is taken to the castle to marry the prince, and Westley is tortured to death (mostly). In order to rescue Buttercup, Westley must:
- Recover (with help from his friends and Miracle Max) from being âmostly deadâ;
- Break into the castle;
- Win a final confrontation with Humperdink.
Three trials, each with its own set of three challenges. You could do worse than to spend some time studying the storyâs construction.
The Five Commandments, and the Power of Three
Oh, yeah, I could hear you mumbling, âBut Story Grid has five commandments, not three.â
True enough.
Remember how I said the 5-act structure is an overlay on the three movements of Beginning, Middle, End? Letâs return to Shakespeare and examine Hamlet, a five Act play, in terms of both the Five Commandments and the Three Movements.
- The Beginning Hook
- The Global Inciting Incident takes place here. In fact, every storyâs Global Inciting Incident (GII) had better take place in the Beginning Hook. In this case, the GII is Hamletâs encounter with the Ghost. The Beginning Hook comprises all of Act I, which takes place in a little over 24 hours. Everything in this Act leads up to the GII.
- The Middle Build
- Here we have Global Progressive Complications ending in a Turning Point. Some of these complications are:
- Hamletâs feigned madness, and the concerns that it causes (Act II)
- The play within a play (Act III)
- Hamlet kills Polonius (Act III). This is the point of no return.
- Verbal sparring about Poloniusâ body, leading to:
- Hamlet being sent to England, accompanied by Rosencrantz and Guildenstern, who carry sealed orders for Hamletâs execution (Act IV, Scene 4). This is the Global Progressive Complication Turning Point.
- Remarkably, the entire Middle Build takes place in a single day.
- Here we have Global Progressive Complications ending in a Turning Point. Some of these complications are:
- The Ending Payoff
- The Global Crisis Question is when Hamlet discovers Claudiusâ orders to have him killed and must decide what to do about it. This is during the voyage to England, and takes place offstage between Scenes 4 and 5 of Act IV, so whether you choose to place it at the end of the Middle Build or the beginning of the Ending Payoff can be your own Crisis Question.
- The Global Climax. Thereâs lots going on in the rest of Act IV, but the Climax is when Hamlet returns. This is revealed in Act IV, Scene 6, but we donât actually see him until the beginning of Act V. He has undergone an apotheosis, discarding his âantic dispositionâ and is no longer ambivalent about killing Claudius.
- The Global Resolution. The final scene (Act V, Scene 2) where all the major players who arenât already dead are killed. Hamlet, now transformed, bequeaths the throne of Denmark to Prince Fortinbras of Norway as he dies.
See? Five Acts, Five Commandments, Three major movements.
The Three Part Value Shift
Perhaps the most important column in the Story Grid Spreadsheet is the one labeled âValue Shiftâ. You know, the one that says something like â Safe to Unsafeâ or âBored to Excited.â The one you have the most trouble with. (For a deeper dive into Value Shift, check out Valerie Francisâ excellent Fundamental Fridays article: https://storygrid.com/value-shift-101/ )
Itâs easy to think that the value shift is only about two things, the value at the beginning of the scene and the one at the end. So where does the number âthreeâ come in?
To answer that, Iâll illustrate with an analogy from computer science. A foundational concept in computing is the trio:
INPUT – PROCESS – OUTPUT
This basic idea informs every level of computing, from a single command to an entire system.
Letâs say you want the square root of 2. The diagram would look like this:
You probably see where Iâm headed with this analogy. The INPUT to the scene is the Value at the beginning of the scene; the PROCESS is all the actions that take place in the scene; the OUTPUT is the Value at the end of the scene. A diagram of the Safe to Unsafe example might look like this:
Just as the INPUT – PROCESS – OUTPUT paradigm makes it clear what the function of each command is, the same paradigm can clarify what the function of a scene is. It can also help locate where the story has a problem.
You can expand the Value Shift column of your spreadsheet into three. You donât have to label them with computer terms if you donât want to, but however you label them the middle column should indicate how the character goes from the initial Value to the final one. You might be tempted to say that the the Story Event or Turning Point column already does that, but thatâs not quite the case. Those indicate single events that take place in the scene, but the point of this exercise is that the scene is a process, a sequence of operations on the state of the character that results in them moving from the initial to the final Value.
You can extract these three columns as a separate tool and use it with other Units of Story, doing the same kinds of analysis. (For a discussion of the different Units of Story, see Part 5 of The Story Grid: What Good Editors Know. You can also search this website, as they’re referred to many time.)
A good resource to help you do this analysis is Leslie Wattsâ article on Cause and Effect, https://storygrid.com/cause-and-effect/.
To extend the computer analogy, this is a tool for debugging your story.
Tapping the Power of Three
Wow, that was a lot to take in!
Letâs recap and see how you can apply all this.
Three is a magic number that interacts with our thinking on a variety of levels. There are any number of examples. In fact, my guess is you came up with a few on your own.
Your story MUST have three major movements: the BEGINNING HOOK, MIDDLE BUILD, and ENDING PAYOFF, and each one must perform its function. Itâs not just a good idea, itâs the law. For more on the functions of the three major movements you can check out https://storygrid.com/editor-roundtable-beginning-middle-end/, where Story Grid Editor Valerie Francis goes into the topic in detail.
Other things you can do to use the power of three:
Give the protagonist three sidekicks, as in The Three Musketeers, or three adversaries, as in The Count of Monte Christo. Think Dumas knew something about the power of three?
If youâre looking at how to use the Archetypes of the Heroâs Journey, you might give the protagonist three Mentors, or have a Trickster perform three acts of mischief, or covertly foreshadow the ultimate revelation of a Shapeshifter three times.
Give the protagonist three major trials or challenges. Try your hand at using William Goldmanâs device in The Princess Bride, and give each trial three challenges of its own.
Take a leaf from Aaron Sorkinâs script or William Shakespeareâs folio and have your characters use the power of three in their dialogue. Iâve avoided using technical terms here, but a search of the Internet for âhendiatrisâ and âtricolonâ will give you many more examples and insights.
Repeat an important foreshadowing three times. You donât have to be as blatant as the âbeware the ides of Marchâ example, but then again, you can try it.
If a character is someone who deals in predictions or prophecies, have them make three of them, either in one scene, or three separate ones.
Remember that âVaue Shiftâ involves three things. That âtoâ or â->â in your spreadsheet column is important. Itâs the process that effects the shift. You can use this understanding to help you âdebugâ a storyâs problems.
Now, you donât have to make yourself crazy and try to do all of these at once. Just try a few to start with.
Maybe just three.
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