I appreciate the advice dewfreak! I now know a little bit more about big MMO's and what I need to focus on to better understand them. I was working within the <100 range though. I would be surprised if I were to optimize for anything over 50 people at any point, and in all likelihood, it will be more of an FPS type pub situation than anything. I just want the world to be saved by changes made to it.
If your world is small enough, you don't even need a database, you can just write save/load methods like a regular game, and then periodically save (being careful not to delete the old save until the new one is complete). You only need a database once the world is large enough that you only want to load/manipulate small chunks of it at a time, or too large to loop over looking for objects, or to have simultaneous access by multiple threads*, or to guarantee that data won't be lost in case of server crash. I'm sure you could handle up to million objects on normal hardware before any of those restrictions apply for a typical game.
So this would seem the preferred method. Any resources on storage techniques I might look into to have a good idea of what is possible or what I should be doing?