First off I really want to thank you for taking the time to write these articles and make these decks. They've really helped me both learn the game myself and what to focus on when teaching new players.
I'm starting to wonder though, just how bad is it to teach with the ready made decks that come out of the core set? I understand that they are not nearly as good as real decks and that the agendas stink on ice, but I feel core set only has a few things going for it.
First, it gives the new player important choices out of the bat. One of if not my favorite thing about Netrunner is all of its factions and identities and not only how differently they play but also the lore they represent. If a player is already open to learning, I think they may show more incentive if they are allowed to pick their own faction and maybe even side and hear briefly what differs the major players style and character-wise.
Secondly, it allows for a very smooth beginner->intermediate transition. After they have played a few games and they have seen multiple fact the next thing for them to do is take their favorites and edit the deck by adding influence to it. They may have lost as NBN but maybe importing Scorched Earth, mwuhahaha.
Netrunner is not a simple game, and I am sure we all worry that a new player will be overwhelmed or turned off if they do not have a positive experience in their initial game. If we think about the things we enjoy right now, do we because our first experience was so pleasurable? Sometimes, but in lots of cases my first time at something was absolute rubbish, but I was nonetheless motivated by what was there to make the next time not-so-rubbish.
That being said, I only have a few generic core games with beginners under my belt. Perhaps some of the core factions are totally stupid without immediately importing influence. A quick and seamless fix could be giving each coreset a better agenda suite. Can anyone weigh in on that?