I just want to make sure everyone here knows --- There are other ways to accomplish this. You aren't just prevented from running a module, because you already started the campaign earlier. You have options. The primary option and the way Roll20 intended for you to be able to do it is: Install the Module on a fresh new game in Roll20, then export your old game's Characters, then import those Characters into the Module game. I understand this solution isn't ideal for everyone (you don't get things like your old Handouts, or your old World Map, in the new game). Even after trying my workaround method that I'll explain here, you still won't have your old Macros and may have to copy them over 1-by-1 or consult the "Macro Mule" method from other posts. When you need more of your old game Contents in the new Module, use Transmogrify feature --- your next step is the Roll20 Subscription. This is how you can get your old maps and old handouts added into the new module game. But what if you don't want to pay a monthly subscription to Roll20 and have to pay every month? No problem, you can get the Subscription for just 1 month and do your Transmogrify (a word which means Copy from 1 game to another game you own, within Roll20), then unsubscribe and stop paying. You will still have your campaign, the module, the characters, and everything you transmogrified. Nothing is lost in your game contents by Unsubscribing. So I'm not saying it's perfectly easy. The Suggestion is still a good valid thread. But, I don't want GM's to feel discouraged or get the impression you CAN'T do this and be able to play your old campaign in a new module. You can make it work, in the current Roll20 features. There are ways. I've shuffled my Players through dozens of Roll20 modules. It is easier to do than it sounds at first.