The vast majority of computer games, roleplaying ones included, utilize a simple Save function I guess most of us are familiar with. If not: primarily it allows the user to quit the game, do other things, then load the game and the save again and continue where she's left off. It also makes it possible to reload a game state and try again from that point on in case something goes bad: the player's character dies or fails a mission critical quest, and so on. Finally, it lets players roll back and experience different paths in the story (where applicable), even if the path picked is not a failure. (You take the red pill. Okay, that was interesting, let's reload and see what the blue one does.)
I'd like to know whether there's a game out there that has rules for "saving/loading" the game/world state multiple times, and not just by pausing the game at the end of a session till the beginning of the next one, and also not just by retconning stuff without some kind of regulatory input from the official game rules.
Recommend me a pen-and-paper roleplaying game that has built in rules for saving/loading a given state of the game – preferably allowing these operations any time the players wish to use them (even mid-game, before/after a combat, critical social encounter, etc.)
It's not a problem if saving/loading has a cost or some other form of penalty. It's not a problem if it's free either. I'm not being specific about that, because I don't care – I'm interested in any relevant solution. What matters is that the game has to have explicit rules, some kind of mechanism for saving and loading.