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 == Are there strict rules as to what constitutes a Roguelike? == 

 I mean, say you have a game with an interface and graphics exactly like most roguelikes - @ for the player, letters for monsters, !s for potions, et cetera.  But say this game's entire world is predetermined, ie no random dungeons, with an entire world pre-built by the designer.  ADOM has an overworld like this but most of its dungeons are still randomly-generated.  I'm talking about 100% non-random world.  Would it still be a Roguelike?  Would the non-random dungeons disqualify such a game as being considered Roguelike, even if the gameplay has the same flexibility and depth as NetHack?  Perhaps there's already a name for such ""in-the-middle"" games that borrow Roguelike elements that I don't know about?  "