The way you could do this, if I am understanding correctly in my currently addled brain, is that the user/author could add a "Save Game and End" rather than "End Game," a feature which doesn't currently exist. That link would then save a particular variable into memory, much like the Save Game link already does for the story place. Then, in the next story, there could be a Load Game State link which loads that variable.
So, in other words, Mr X has 100 STR 100 INT 100 DEX. He finishes the game and gets to the place where there would normally be and End Game static link.
The code now has a Save Game and End and a Load Game State, both built into the system much like $Pagetext or $ITEMSTATE or whatever - I can't remember all the pre-coded variables at this point .
When one clicks "Save Game and End" it saves the variable(s) that the user has defined as persistent variables, like "STR," "DEX," "INT," and puts them into the persistent, specific variable for that user. So "$ENDSTATEALEXP := "STR 100, DEX 100, INT 100"
Then, when the game is loaded and that link clicked on, it remembers by the USERID and his "saved" game and repopulates.
I am talking nonsense, possibly, regardless of brain addling, because I do not know if this is horrible amounts of work.
Interesting idea, though.
To play devil's advocate, one could write a story like Magus: Betrayal, and just trust the reader not to "cheat." We all - well some of us - remember reading those old storybooks and possibly jacking up our health, for instance, when we would have died otherwise. There are always back buttons, but one could literally create a page for "transferring one's character," and just ask the reader to input the correct values from the last story, making the maximum still a difficult challenge. That way, if someone "cheats," the game/story is still challenging.