AverageMojito
Explorer
I voted primarily homebrew. When I started GMing with 2e, I had little to no access to modules (I don't live in the US), so adventures had to be written by me (and the others GM of the group) and I guess it just became "the way we play it".
- Published as written (i.e. out of the box, official).
- Published with some modifications (i.e. tinkerer).
- Mix-and-match materials from multiple published sources (i.e. revised or reimagined, aka "MacGuyver")
- Completely original (i.e. homebrew).
- Mix of the above.
- Something else not listed (please explain).
I've found many modules interesting, old and new, and often mine ideas from them, yes, but rarely an entire story or dungeon/location per se. Mostly ideas. What I don't like at all are Adventure Paths. There is close to zero chance I'd run one. It's just too much time spent with one single thing.
Also, I do use published settings half the time, but the poll is about modules, so I guess an adventure written by me that takes place in a published setting fits as homebrew for the purpose of OP.
All things considered, I'm torn between 3 and 4 from Jacob's list. I rarely use anything but ideas from published modules, so perhaps a 4 is more how I do it.