Ok, so looking at the multiplayer object further, it seems like save/load would (?) be possible as long as 1) I had the host do the saving/loading, and 2) I identified peers not by PeerId (which is randomly assigned), but by some alias that corresponds to the character or player slot they're playing in ("player1", "player2") and have people select that alias when they join BEFORE the host loads the game.
Would that work?