I recall one adventure (Dungeon magazine, I believe) which actually had a "save game" function in the form of an Amulet of Fate which was given to the party. The outcome of the adventure relied heavily on being able to negotiate a deal between a dragon and the town it was attacking, or something like that. Anyway, it was something the party was highly likely to screw up- thus a limited-charge magic item which allowed them to set a "save point" which they would all jump back to if they said a command word or all got killed- but they would remember how things had gone and could do it better next time. I think the adventure was designed to give you a bigger reward the less you relied on the amulet to get through it. Never played or ran the adventure, but it was certainly an interesting mechanic- and with a plausible explanation for it's existence.
Another fun adventure (one of my favorites anyway) was "Chandranther's Bane" from a rather early Dungeon magazine. In the adventure the party spends the night in an abandoned inn with a large garden out back. During the night the get shrunk down by a stolen minor-artifact so small that your game miniatures become one-to-one scale representations for your character. The bulk of the game is about finding out what happened, then finding and destroying the artifact to fix it-- all the while dealing with a vastly different perspective. Anyway- the interesting mechanic bit was that if a magic-user casts "Find Familiar" (1E game) during the adventure there was a table for getting one of the regular garden denizens for a familiar- mostly insects and such. However, because of the way the artifact shrunk you and your equipment (tied in with "life-force" and how "connected" you are to an object), if you succeed in the adventure and get un-shrunk, your new insect familiar would scale up with you! That doesn't mean a whole lot now with improved familiars and all, but back in the day it was pretty interesting to have a "giant" ant for a familiar.