Run Game People

Mystery and the Mystery Method

Updated 4 min read

Mystery's method presented pickup as a flowchart: named phases, acronyms, and steps you could memorize. Fans described the structure as the appeal, and similar frameworks turn up across the industry that followed.

Who he is

Mystery is Erik von Markovik, born Erik James Horvat-Marković in Toronto in 1971. According to Wikipedia, he legally changed his name in his early twenties and first used it as a stage name for his work as an illusionist. The "Mystery" character came out of mentalist performances in the late 1990s, and he later used the name as his online username.

He became famous through someone else's book. Neil Strauss's The Game (2005) made Mystery its central figure: the teacher who took Strauss on as a student, and later a housemate at "Project Hollywood," the Los Angeles mansion where several instructors lived together. Background in Neil Strauss and The Game.

His books and TV work

His company, Mystery Method Corp, later became Love Systems, run by Nick Savoy. See Love Systems and Nick Savoy.

What the method teaches

Phases. An interaction moves through attraction, then comfort, then seduction. The book came with charts and its own vocabulary, which Publishers Weekly described as "complex charts" and jargon like "DHV."

The three-second rule. Approach within three seconds of seeing someone. The idea is that waiting lets anxiety build and gives your mind time to talk you out of it.

Group approaches. If she's with friends, you talk to the group and give every member attention first, rather than going straight to the one you're interested in.

DHV. A demonstration of higher value is a story or detail about yourself that makes you seem interesting or socially connected.

False time constraint. You open by saying you only have a moment, so the other person feels less pressure to commit to a long conversation. Todd Valentine, who came out of RSD, teaches a version for daytime ("I've gotta run in a second, but...").

Wingman roles. A friend goes in with you and helps keep the rest of the group engaged while you talk to the person you came to meet.

Negs. Wikipedia credits Mystery with popularizing negging, a backhanded comment that knocks someone down a peg. Practitioners described it as a way to show you weren't intimidated. See negging explained.

The community also built vocabulary around the method, including "peacocking," wearing something distinctive to start conversations. The pickup glossary defines the rest.

How the structure plays out in practice

Stripped of the jargon, a conversation following the model looks like this:

  1. You open with a comment or question about something you both see.
  2. You trade a few easy questions and some stories about yourselves.
  3. If it's going well, you get more personal: what she likes, where she's from, what she's doing this weekend.
  4. One of you suggests meeting again, or you part warmly.

Knowing that the arc exists can help with nerves. You don't have to accomplish everything in the first 30 seconds.

Why it caught on

Mystery worked as an illusionist and mentalist before he taught, and some parts of the method, such as peacocking and prepared stories, have a stage flavor. The VH1 show put it in front of a mainstream audience, and the books gave men a step-by-step map. For the wider picture of where he fits, see famous pickup artists.

What to do next

  1. Practice the three-second rule. Pick a place with foot traffic, like a coffee shop or park. When you spot someone you'd like to talk to, count to three and start walking. Try it on 5 people this week.
  2. Say hi to the whole group. Next time someone's with a friend, greet both. "Hi, I'm Sam" costs nothing. Notice who responds.
  3. Use a real time frame. "I've got about ten minutes before I meet a friend" is a fine opener if it's true. It lowers the stakes for you both.
  4. Map your own conversations. After each one, write down which stage you reached: opened, got comfortable, or suggested meeting again. Count how many reach stage three.
  5. Log it in Run Game. Mark each approach as Success or Rejected, and add one line on what stage it reached.
  6. A no or her turning away means stop. Say "nice to meet you" and move on.

Sources