Kraynic said: The other thing about combining modules is that if there are any characters, handouts or maps named the same, it is possible they will overwrite each other. Sometimes you may not care if it overwrites, but it also might not be something you want to happen. Even if they don't overwrite each other, you can't be sure which one will be chosen if you make a handout or character bio link to a handout or character name that has multiples. Multiple characters with the same name can confuse macros also. I would choose to handle this by having it append the name or initials of the module to the name of the character/handout/map. So you have Townhall and Townhall, now one is Townhall DOTMM and the other is Townhall DIA, and this automatically happens in the conversion process to any potential overwrites. Even better, allow the GM to determine what is appended to any overlaps in the new addition. Now the overlapping Townhall is Townhall Session B or Townhall Sam's game or Townhall Code Blue or Townhall B, whatever the GM desires. Obviously when I transfer files and there is a potential overlap in Windows, it is possible to make them append numbers instead of overwriting. Then, replace the arbitrary limit of 1 module lest someone break something possibly, with a hard set in stone data limit, you can only have one gigabyte in a game before it begins to slow down so much it's unusable, etc, you can have no more than 10000 images, you can have no more than 500 pages, whatever. While I have never wanted to combine two modules, I can see how, in a hobby fed into by the desire to choose your own adventure, someone could reach a mondo campaign of the scale where they'd desire two modules to play with. It's not exactly like playing two video games at the same time. A campaign setting is something that can be personally picked and chosen from. You might want this town and that castle and also that other dungeon crawl because you made up a handful of links and now it works, even though it wasn't in the Grand Plan. Improvisation is the name of the game. Anything that limits that, is going to drive some people away. Someone who reaches the limits of Roll20 is going to want a more powerful tool. I suppose that might be some of the other VTTs, so, ultimately Roll20 has to either compete or make something better if their competitors offer that kind of functionality. Chances are good, on the other hand, that other VTT will have some other problem that drives you nuts. It might be hard, and it might take a lot of money before they can fund the investigation into how to code this without breaking everything. The only other solution I can think of is if they actually pre-combined some popular module combinations to be purchased as a set which can be used in one game. Then any overlaps could be debugged beforehand, and it can be limited to modules small enough to combine easily. These could be purchased or made available freely to anyone who has those modules both purchased. Not the drag and drop that people might want, but possibly the most easily created solution.