As far as DF goes, I think it's a stretch to call it a roguelike. Rogue was a very simple game, so it leads to a very broad category, but the city building, caravans, sieges and most everything else from DF would render the term roguelike meaningless if the umbrella were made that large. Just being text, fantasy and randomly generated isn't enough -- I remember playing an old text game kind of like Master of Magic that nobody would call roguelike even though it has these elements. There's something spatial about @ signs moving around that evokes "roguelike" perhaps -- it's not the properties I often hear mentioned that really count. It's probably fair to call the adventure mode roguelike if you want to convey what it's like right now. As armies and some other aspects of the game come in which start to pull adventure mode toward dwarf mode, I'm not sure the label will work as well, though there will still be some aspect of @-moving permdeath ASCII hack-and-slash in random dungeons that fits the bill.