As a former member of a Call of Duty 2/Call of Duty 4 tactical realism unit, the memories of my time in it, while reading this article, hit me like a bullet train speeding towards me from the opposite direction. So thank you, Nicholas Branch, for the trip down memory lane. =) It is great in general that there is now an article presenting realism units to the general gaming community.
I was a senior officer in the 29th Infantry Division [http://www.29thid.us/] (formerly known, when it was a Call of Duty 2 clan, as the 6th Armoured Division). My first encounter with tactical realism was when I joined a United Offensive clan called the 1st Axis Division. I was preety young back then and I have very little memories of my time there. However, it was there that I met Malcolm, my immediate superior and a real-life veteran, and we became really good friends. While I did manage to gain a promotion and even almost got into an official match (unfortunately, my PB Guid was not set up, so I couldn't participate). However, my stay there was shortlived as the clan fell apart soon after (for reasons that I no longer remember). It was shortly after that that Malcolm decided to form his own clan and offered me a position in it. I accepted and things went on from there.
Sadly, as much as I hate to admit it, I wasn't very good at my job. I wasn't a very good player, my leadership skills were lacking and I sometimes had trouble gaining the respect of other clan members. Worst of all, I tended to be missing for great periods of time due to real-life obligations. While my friend was very understanding about this, he still expressed great disappointment and I could not help but feel deep shame for letting the clan down. I tried to ramp up my activity and, for a time, I even managed to participate almost every day. But then college and intern hit me, which finally made me realise that I just simply didn't have enough time to dedicate to being a senior officer in a highly competitive clan. With that realisation, I decided to give my resignation and no longer burden the clan with my presence (or lack thereof).
Honestly, the only thing which I could say was my strength was that I was preety good at writing texts and giving speeches. It was for this reason that my good friend tended to poke fun at me, calling me a "propaganda minister" (although I made it a personal policy to never lie in public announcements; I despise propaganda). Also, I was often charged with mediating in disputes and sometimes had success with that as well.
Anyway, realism units aren't without their faults. If nothing else, they certainly are not immune to drama that is typical for gaming organisations. Quite the contrary; beacuse people in realism units tend to be so emotionally and personally involved, internal disputes end up being an even more serious matter. A big problem is when members are hesitant to speak their minds about what troubles them out of fear of being chastised for it. Thus they end locking it up inside themselves until they can't take it any longer and they decide to quit the clan. And since they have made some good friends in the clan during their stay, those friends might decide to leave the clan (and join another) along with them, which can result in a mini-exodus.
Looking at the above paragraph, you might be thinking that the idea that realism units are "weird angsty nerds pretending to be soldiers" holds true. But that isn't the case. Far from it, infact. In order to become a recruit to begin with, you needed to be at least 18 years of age. Exceptionally, we also accepted people of 16 years of age or older if they were deemed mature enough to partake in the clan's activities, but those were rare examples. So while there were a few teenagers in the clan, the members were all adults for the most part. Infact, some of them were well into their 40's or even 50's. In general, we didn't have any "xenophobic kiddies" that otherwise plague online games. If someone like that tried to join the clan, they either quickly realised that it wasn't for them and left or they were given the boot.
While conflicts did occur, as mentioned before, they were generally few and far in between. For the most part, the atmosphere in the unit was mature and civil. We were generally layed back when we were just hanging out. During official meetings, however, we spoke in turns and nobody was interrupted while they were talking unless absolutely necessary (even then, it was done so politely). While the clan wasn't completely democratic (afterall, the chain of command needed to be respected), all participants were allowed to have a say. Eventually recognising the problem that people tended to be too quiet about what was troubling them, the HQ (as in the commanding staff) and our leader in particular encouraged people to speak their minds during clan meetings.
Also, even though we were a realism unit, our server enjoyed a great deal of popularity. To be fair, we actually had two servers: one was a standard Search & Destroy/Headquarters Hardcore mode server, while the other was a Search & Destroy server with the Tactical Realism Mod applied (although we later switched mods due to disagreements with some of the changes in TRM). But even our standard server had a great deal of additional rules applied (things like bunnyhopping, dolphin diving and nade spamming were forbidden, for example). In spite (or should I say, precisely beacuse) of this, we never had trouble populating the server. Thanks to the strict rules and policing, people liked coming to our server in order to avoid the rude and disrespectful behaviour that was rampant elsewhere.
Overall, realism units aren't for everyone. Different people look for different things when playing a first-person shooter. Some just want a standard shooter to have some fun with while others want to compete by using skills that apply in a purely game environment as opposed to ones that apply to an environment that has artifically-enforced rules in order to promote realism. And yes, no matter how realistic you make a shooter, it will never match the experience of entrusting your life to someone else while rockets, bombs and bullets are flying past you. Nevertheless, that is how we members of realism units, both former and current, enjoy our games (at least first-person shooters, anyway). Plus, among online communities, the civility, comradeship and espirit de corps enjoyed among members of realism units is second to none and is a unique phenomenon in online gaming.
Also, those of you claiming that realism units are somehow an insult to soldiers serving in actual militiaries...well, clearly you were never in a realism unit. If you had been, you would have known how grossly inaccurate such a statement is. Infact, our unit in particular was formed in memory of two members of the actual 29th who died during their tour of duty in Iraq and who were good friends of our leader (who himself was a former soldier). Several of our members were either former veterans or soldiers that were not deployed at the time, drawn to realism units due to the generally more mature atmosphere enjoyed in them. In general, it was an unwritten rule that you needed to have at least some understanding and respect for the men and women who were putting their lives in danger for their respective countries. So members of realism units are very much aware (in some cases, intimately so) that a game environment doesn't come even close to an actual war environment and generally have more respect for the men and women in uniform than most other people.
So anyway, that is about all I had to say. It ended up being fairly lengthy, but I hope it gave you some more insight as to how realism units work.