I must say that the second seems the more interesting, as it provides part of the 'backdrop' one can use to drive the story, in clan-oriented games. But the former would be an odd thing to have 'standard' rules for, it seems to me, in that there's little in the way of necessity for a game mechanic to the determining factor in the development of a given PC's family. (Dare I say, esp. an Ueber-Simulationist one.)
The clan-size one could probably simply abstract as a Wealth test, with a handful of other modifiers (the nature of said wealth, magical resources, prevailing factors in a given year like the climate).
Cheers,
Alex.
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